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a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/.thumbs/256x256/SM_P_Tray_01.usd.png b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/.thumbs/256x256/SM_P_Tray_01.usd.png new file mode 100644 index 0000000000000000000000000000000000000000..bfcd594ef72423716388fa066711f9e4b1581de2 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/.thumbs/256x256/SM_P_Tray_01.usd.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b5b43a59d9277713f07f1c0bbb51e4d39914a1a39ee7ebc194be3b40c6fc5aa6 +size 13369 diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/652765_28_1649.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/652765_28_1649.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a8039aca452e7cd7979bae8b1cc6aba69e9696be --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/652765_28_1649.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material Mat3d66_652765_28_1649() +[[ + anno::display_name("Mat3d66_652765_28_1649") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.705882,0.784314,0.784314), + diffuse_roughness : 0.0f, + Reflection : color(1.0,1.0,1.0), + reflection_glossiness : 1.0f * 0.4 + 1.0f * 0.6, + reflection_fresnel : true, + reflection_ior : 1.65f, + reflection_lockIOR : false, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.996078,0.996078,0.996078), + refraction_glossiness : 1.0f, + refraction_ior : 1.65f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(0.666667,0.666667,0.666667), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Cover.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Cover.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e5bd55191ccf28a474e61a55b2c0932d0959dbcf --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Cover.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material AM134_14_065_Cover() +[[ + anno::display_name("AM134_14_065_Cover") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.12549,0.0784314,0.0117647), + diffuse_roughness : 0.0f, + Reflection : color(0.901961,0.670588,0.337255), + reflection_glossiness : 0.75f, + reflection_fresnel : true, + reflection_ior : 4.0f, + reflection_lockIOR : false, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Label.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Label.mdl new file mode 100644 index 0000000000000000000000000000000000000000..95153ed74672b9bc8159a699d615c500be1b6883 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_065_Label.mdl @@ -0,0 +1,72 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; +//Error: [Unknown] parm: Diffuse + +// Body +export material AM134_14_065_Label() +[[ + anno::display_name("AM134_14_065_Label") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(1.0,1.0,1.0), + diffuse_roughness : 0.0f, + Reflection : color(0.501961,0.501961,0.501961), + reflection_glossiness : 0.75f, + reflection_fresnel : true, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 0.68f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Cover.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Cover.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2c8ec2d411a91de3be01214b3d8f302c70ffcb41 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Cover.mdl @@ -0,0 +1,72 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; +//Error: [Unknown] parm: Diffuse + +// Body +export material AM134_14_Cover() +[[ + anno::display_name("AM134_14_Cover") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.5,0.5,0.5), + diffuse_roughness : 0.0f, + Reflection : color(0.501961,0.501961,0.501961), + reflection_glossiness : 0.84f, + reflection_fresnel : true, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__741.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__741.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e28ae6771dba84110023322c6ee8f48045ceb39f --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__741.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material AM134_14_Material__741() +[[ + anno::display_name("AM134_14_Material__741") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.705882,0.784314,0.784314), + diffuse_roughness : 0.0f, + Reflection : color(1.0,1.0,1.0), + reflection_glossiness : 1.0f * 0.4 + 1.0f * 0.6, + reflection_fresnel : true, + reflection_ior : 1.5f, + reflection_lockIOR : false, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(1.0,1.0,1.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.5f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(0.666667,0.666667,0.666667), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__742.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__742.mdl new file mode 100644 index 0000000000000000000000000000000000000000..412385b44c9098c19c46c484dcd5827e41dac3a6 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Material__742.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material AM134_14_Material__742() +[[ + anno::display_name("AM134_14_Material__742") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.560784,0.588235,0.12549), + diffuse_roughness : 0.0f, + Reflection : color(1.0,1.0,1.0), + reflection_glossiness : 1.0f * 0.4 + 1.0f * 0.6, + reflection_fresnel : true, + reflection_ior : 1.65f, + reflection_lockIOR : false, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.996078,0.996078,0.996078), + refraction_glossiness : 1.0f, + refraction_ior : 1.65f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(0.666667,0.662745,0.333333), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Paint.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Paint.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fceca03c5e9f1d206b77f663cfc0aa54546e6bc8 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Paint.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material AM134_14_Paint() +[[ + anno::display_name("AM134_14_Paint") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.0392157,0.0627451,0.0156863), + diffuse_roughness : 0.0f, + Reflection : color(1.0,1.0,1.0), + reflection_glossiness : 0.88f, + reflection_fresnel : true, + reflection_ior : 1.8f, + reflection_lockIOR : false, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Wire.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Wire.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1436ca272937208fd1cfb3ff51f9a04c066f0e5b --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/AM134_14_Wire.mdl @@ -0,0 +1,71 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material AM134_14_Wire() +[[ + anno::display_name("AM134_14_Wire") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.905882,0.745098,0.517647), + diffuse_roughness : 0.0f, + Reflection : color(0.0,0.0,0.0), + reflection_glossiness : 1.0f, + reflection_fresnel : false, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_23_8823.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_23_8823.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fc89cde8b7bd157f6d690609493afd107281578d --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_23_8823.mdl @@ -0,0 +1,151 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material porcelain_white() +[[ + anno::display_name("porcelain_white") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : ::templates::ad_3dsmax_maps::ad_3dsmax_falloff( + color1 : base::texture_return(tint:color(0.921569,0.921569,0.921569), mono:1), + color2 : base::texture_return(tint:color(0.705882,0.705882,0.705882), mono:1), + falloff_type : ::templates::ad_3dsmax_maps::Perpendicular_Parallel, + falloff_direction : ::templates::ad_3dsmax_maps::View, + nearDistance : 0.0f, + farDistance : 100.0f + ).tint, + diffuse_roughness : 0.0f, + Reflection : color(0.12549,0.12549,0.12549), + reflection_glossiness : 0.77f, + reflection_fresnel : true, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 2.0f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + +export material reflect() +[[ + anno::display_name("reflect") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.0,0.0,0.0), + diffuse_roughness : 0.0f, + Reflection : color(0.901961,0.901961,0.901961), + reflection_glossiness : 1.0f, + reflection_fresnel : true, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 1.6f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_blinn, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + +export material Mat3d66_652765_23_8823() +[[ + anno::display_name("Mat3d66_652765_23_8823") +]] += ::templates::vray_materials::VRayBlendMtl( + base_mtl : porcelain_white(), + enabled1 : true, + enabled2 : true, + enabled3 : true, + enabled4 : true, + enabled5 : true, + enabled6 : true, + enabled7 : true, + enabled8 : true, + enabled9 : true, + blend_amount1 : color(0.901961,0.901961,0.901961), + blend_amount2 : color(0.5,0.5,0.5), + blend_amount3 : color(0.5,0.5,0.5), + blend_amount4 : color(0.5,0.5,0.5), + blend_amount5 : color(0.5,0.5,0.5), + blend_amount6 : color(0.901961,0.901961,0.901961), + blend_amount7 : color(0.5,0.5,0.5), + blend_amount8 : color(0.5,0.5,0.5), + blend_amount9 : color(0.5,0.5,0.5), + coat_mtl1 : reflect(), + additive : true +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_26_931.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_26_931.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8778c9188a19ab262ae67bac796f58db9fa2e66b --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/_652765_26_931.mdl @@ -0,0 +1,106 @@ +///\authors: Auto-generated by vray_to_mdl_export.ms script. +///\description: Translated VRay material. + +mdl 1.6; + +// Import +import ::anno::*; +import ::base::transform_coordinate; +import ::base::rotation_translation_scale; +import ::base::file_texture; +import ::base::mono_mode; +import ::base::texture_coordinate_info; +import ::base::texture_return; +import ::state::normal; +import ::state::texture_coordinate; +import ::state::texture_tangent_u; +import ::state::texture_tangent_v; +import ::tex::gamma_mode; +import ::tex::wrap_mode; +import templates::ad_3dsmax_materials::*; +import templates::ad_3dsmax_maps::*; +import templates::vray_materials::*; +import templates::vray_maps::*; + +// Body +export material chrome() +[[ + anno::display_name("chrome") +]] += ::templates::vray_materials::VRayMtl( + Diffuse : color(0.0,0.0,0.0), + diffuse_roughness : 0.0f, + Reflection : ::templates::ad_3dsmax_maps::ad_3dsmax_falloff( + color1 : base::texture_return(tint:color(0.980392,0.964706,0.941177), mono:1), + color2 : base::texture_return(tint:color(0.25098,0.25098,0.25098), mono:1), + falloff_type : ::templates::ad_3dsmax_maps::Perpendicular_Parallel, + falloff_direction : ::templates::ad_3dsmax_maps::View, + nearDistance : 0.0f, + farDistance : 100.0f + ).tint, + reflection_glossiness : 1.0f, + reflection_fresnel : false, + reflection_ior : 1.6f, + reflection_lockIOR : true, + invert_reflection_ior : false, + reflection_metalness : 0.0f, + Refraction : color(0.0,0.0,0.0), + refraction_glossiness : 1.0f, + refraction_ior : 20.0f, + invert_refraction_ior : false, + refraction_dispersion_on : false, + refraction_dispersion : 50.0f, + refraction_fogColor : color(1.0,1.0,1.0), + refraction_fogBias : 0.0f, + refraction_fogMult : 1.0f, + translucency_on : ::templates::vray_materials::translucency_none, + translucency_scatterCoeff : 0.0f, + translucency_fbCoeff : 1.0f, + translucency_color : color(1.0,1.0,1.0), + self_illumination : color(0.0,0.0,0.0), + self_illumination_multiplier : 1.0f, + coat_amount : 0.0f, + coat_color : color(1.0,1.0,1.0), + coat_glossiness : 1.0f, + coat_ior : 1.6f, + invert_coat_ior : false, + coat_bump_lock : false, + sheen_color : color(0.0,0.0,0.0), + sheen_glossiness : 0.8f, + brdf_type : ::templates::vray_materials::brdf_ward, + brdf_useRoughness : ::templates::vray_materials::brdf_glossiness, + anisotropy : 0.0f, + anisotropy_rotation : 0.0f, + anisotropy_channel : 1, + texmap_opacity : 1.0f +); + +export material Mat3d66_652765_26_931() +[[ + anno::display_name("Mat3d66_652765_26_931") +]] += ::templates::vray_materials::VRayBlendMtl( + base_mtl : chrome(), + enabled1 : true, + enabled2 : true, + enabled3 : true, + enabled4 : true, + enabled5 : true, + enabled6 : true, + enabled7 : true, + enabled8 : true, + enabled9 : true, + blend_amount1 : color(0.176471,0.176471,0.176471), + blend_amount2 : color(0.5,0.5,0.5), + blend_amount3 : color(0.5,0.5,0.5), + blend_amount4 : color(0.5,0.5,0.5), + blend_amount5 : color(0.5,0.5,0.5), + blend_amount6 : color(0.176471,0.176471,0.176471), + blend_amount7 : color(0.5,0.5,0.5), + blend_amount8 : color(0.5,0.5,0.5), + blend_amount9 : color(0.5,0.5,0.5), + coat_mtl1 : chrome(), + additive : false +); + + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_maps.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_maps.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2335faa6461beac39ae2c5235c9285b2b0cb8596 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_maps.mdl @@ -0,0 +1,4128 @@ +// Copyright 2023 NVIDIA Corporation. All rights reserved. +// +// NVIDIA CORPORATION and its licensors retain all intellectual property +// and proprietary rights in and to this software, related documentation +// and any modifications thereto. Any use, reproduction, disclosure or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA CORPORATION is strictly prohibited. + +mdl 1.6; + +import ::anno::*; +import ::base::*; +import ::limits::*; +import ::math::*; +import ::state::*; +import ::tex::*; + +export using ::base import color_layer_mode; +export using ::base import texture_return; + +// Helper functions +// Returns the normal n in tangent space, given n is in internal space. +float3 transform_internal_to_tangent(float3 n) +{ + return + n.x * float3(state::texture_tangent_u(0).x, state::texture_tangent_v(0).x, state::normal().x) + + n.y * float3(state::texture_tangent_u(0).y, state::texture_tangent_v(0).y, state::normal().y) + + n.z * float3(state::texture_tangent_u(0).z, state::texture_tangent_v(0).z, state::normal().z); +} + +// Returns the normal n in internal space, given n is in tangent space. +float3 transform_tangent_to_internal(float3 n) +{ + return state::texture_tangent_u(0) * n.x + + state::texture_tangent_v(0) * n.y + + state::normal() * n.z ; +} + +// Returns a normal as a weighted combination of two normals. +export float3 combine_normals( + float w1 = 1.f, float3 n1 = state::normal(), + float w2 = 1.f, float3 n2 = state::normal()) +{ + // http://blog.selfshadow.com/publications/blending-in-detail/ + float3 n1_t = transform_internal_to_tangent(n1); + float3 n2_t = transform_internal_to_tangent(n2); + + n1_t = math::lerp(float3(0.f, 0.f, 1.f), n1_t, w1); + n2_t = math::lerp(float3(0.f, 0.f, 1.f), n2_t, w2); + + n1_t = n1_t + float3(0.f, 0.f, 1.f); + n2_t = n2_t * float3(-1.f, -1.f, 1.f); + + float3 n = n1_t*math::dot(n1_t, n2_t)/n1_t.z - n2_t; + + // alternative way of combining the 2 normals + // float3 n = float3(n1_t.x + n2_t.x,n1_t.y + n2_t.y, n1_t.z*n2_t.z); + + return math::normalize(transform_tangent_to_internal(n)); +} + +// 3dsmax Bitmap Transformation Matrix +uniform float4x4 max_rotation_translation_scale +( + uniform float3 rotation = float3(0.) + [[ anno::description("Rotation applied to every UVW coordinate") ]], + uniform float3 translation = float3(0.) + [[ anno::description("Offset applied to every UVW coordinate") ]], + uniform float3 scaling = float3(1.) + [[ anno::description("Scale applied to every UVW coordinate") ]], + uniform bool u_mirror = false + [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]], + uniform bool v_mirror = false + [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]] +) +[[ + anno::description("Construct transformation matrix from Euler rotation, translation and scale") +]] +{ + float4x4 scale = + float4x4(u_mirror?scaling.x*2.:scaling.x , 0. , 0. , 0., + 0. , v_mirror?scaling.y*2.:scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + u_mirror?1.:.5 , v_mirror?1.:.5 , .5 , 1.); + + float4x4 translate = + float4x4(1. , 0. , 0. , 0., + 0. , 1. , 0. , 0., + 0. , 0. , 1. , 0., + -0.5-translation.x, -0.5-translation.y, -0.5-translation.z, 1.); + + + // Euler rotation matrix xyz order + float3 s = math::sin(rotation); + float3 c = math::cos(rotation); + float4x4 rotate = + float4x4( c.y*c.z , c.y*s.z , -s.y , 0.0, + -c.x*s.z + s.x*s.y*c.z, c.x*c.z + s.x*s.y*s.z , s.x*c.y , 0.0, + s.x*s.z + c.x*s.y*c.z , -s.x*c.z + c.x*s.y*s.z, c.x*c.y , 0.0, + 0. , 0. , 0. , 1.); + return scale *rotate*translate; +} + +// 3dsmax Mono Output +export enum ad_3dsmax_mono_output +[[ + anno::hidden() +]] +{ + mono_output_rgb_intensity, + mono_output_alpha +}; + +// 3dsmax RGB Output +export enum ad_3dsmax_rgb_output +[[ + anno::hidden() +]] +{ + rgb_output_rgb, + rgb_output_alpha +}; + +// 3dsmax Alpha Source +export enum ad_3dsmax_alpha_source +[[ + anno::hidden() +]] +{ + alpha_source_alpha, + alpha_source_rgb_intensity, + alpha_source_none +}; + +// 3dsmax Bitmap map +export texture_return ad_3dsmax_bitmap +( + uniform int mapChannel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform bool U_Tile=true //it is actually an error if both mirror and tile are true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile") + ]], + uniform bool U_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile") + ]], + uniform bool V_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle") + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused(), + anno::hidden() + ]], + uniform texture_2d filename = texture_2d() + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bitmap") + ]], + uniform float clipu = 0.f //u+w and v+h are always <=1.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("U Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipw = 1.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("W Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipv = 0.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("V Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float cliph = 1.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("H Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform ad_3dsmax_mono_output mono_output = mono_output_rgb_intensity + [[ + anno::in_group("Mono Output"), + anno::display_name("Mono Output") + ]], + uniform ad_3dsmax_rgb_output rgb_output = rgb_output_rgb + [[ + anno::in_group("RGB Output"), + anno::display_name("RGB Output") + ]], + uniform ad_3dsmax_alpha_source alpha_source = alpha_source_none + [[ + anno::in_group("Alpha Source"), + anno::display_name("Alpha Source") + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output amount") + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB level") + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + texture_return result = base::file_texture + ( + texture: filename, + mono_source: (alpha_source == alpha_source_alpha) ? base::mono_alpha : base::mono_average, + crop_u: float2(clipu, clipw+clipu), + crop_v: float2(1.-clipv-cliph, 1.-clipv), + uvw: base::transform_coordinate( + transform: max_rotation_translation_scale( + scaling: float3(U_Tiling,V_Tiling,1.0), + rotation: float3(U_angle,V_angle,W_angle)/180.*math::PI, + translation: float3(U_Offset,V_Offset,0.0),u_mirror: U_Mirror,v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: mapChannel-1) + ), + wrap_u: U_Tile?tex::wrap_repeat:U_Mirror?tex::wrap_mirrored_repeat:tex::wrap_clip, + wrap_v: V_Tile?tex::wrap_repeat:V_Mirror?tex::wrap_mirrored_repeat:tex::wrap_clip + ); + + result.tint = invert ? result.tint * (-rgb_level * output_amount ) + (1.f - rgb_offset) : result.tint * (rgb_level * output_amount ) + rgb_offset; + + float alpha = (alpha_source != alpha_source_none) ? result.mono : 1.f; + result.tint = result.tint*alpha; + + // determinate mono output + if(mono_output == mono_output_alpha) + result.mono = alpha; + else + result.mono = math::average(result.tint); + + // determinate rgb output + if(rgb_output == rgb_output_alpha) + result.tint = color(alpha); + + return result; +} +// 3dsmax Bitmap Map for Bump +export float3 ad_3dsmax_bitmap_bump +( + uniform int mapChannel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform bool U_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile") + ]], + uniform bool U_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile") + ]], + uniform bool V_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1. + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused() + ]], + uniform texture_2d filename = texture_2d() + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bitmap") + ]], + uniform float clipu = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("U Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipw = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("W Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipv = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("V Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float cliph = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("H Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float factor = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bump amount") + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump output") + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB intensity"), + anno::unused() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output amount"), + anno::unused() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB level"), + anno::unused() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return base::file_bump_texture + ( + texture : filename, + crop_u : float2(clipu, clipw + clipu), + crop_v : float2(1.f - clipv - cliph, 1.f - clipv), + uvw : base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling : float3(U_Tiling, V_Tiling, 1.f), + rotation : float3(U_angle, V_angle, W_angle)/(180.f*math::PI), + translation : float3(U_Offset, V_Offset, 0.f), + u_mirror : U_Mirror, + v_mirror : V_Mirror + ), + coordinate: base::coordinate_source(texture_space: mapChannel - 1) + ), + wrap_u : U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + wrap_v : V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + factor : invert ? -10.f*factor*bump_amount : 10.f*factor*bump_amount + ); +} + +// 3dsmax Bitmap Normal Map +export float3 ad_3dsmax_bitmap_normalmap +( + uniform int mapChannel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform bool U_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile") + ]], + uniform bool U_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile") + ]], + uniform bool V_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW type"), + anno::unused() + ]], + uniform texture_2d filename = texture_2d() + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bitmap") + ]], + uniform float clipu = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("U Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipw = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("W Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float clipv = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("V Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float cliph = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("H Clip"), + anno::hard_range(0.f, 1.f) + ]], + uniform float factor = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Strength") + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump Amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output Amount") + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB level") + ]], + uniform float rgb_offset = 0.0 + [[ + anno::in_group("Output"), + anno::display_name("RGB offset"), + anno::unused(), + anno::hidden() + ]], + uniform float mult_spin = 1.f + [[ + anno::in_group("Parameters"), + anno::display_name("Normal map mult") + ]], + uniform bool swap_rg = false + [[ + anno::in_group("Parameters"), + anno::display_name("Swap red & green"), + anno::unused(), + anno::hidden() + ]], + uniform bool flipred = false + [[ + anno::in_group("Parameters"), + anno::display_name("Flip red") + ]], + uniform bool flipgreen = false + [[ + anno::in_group("Parameters"), + anno::display_name("Flip green") + ]], + + uniform int method = 0 + [[ + anno::in_group("Parameters"), + anno::display_name("Method"), + anno::unused(), + anno::hidden() + ]], + float3 bump_map = state::normal() + [[ + anno::in_group("Parameters"), + anno::display_name("Bump map"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return base::tangent_space_normal_texture( + texture: filename, + crop_u: float2(clipu, clipw + clipu), + crop_v: float2(1.f - clipv - cliph, 1.f - clipv), + factor: factor*mult_spin*rgb_level*output_amount, + flip_tangent_u: invert ? !flipred : flipred, + flip_tangent_v: invert ? flipgreen : !flipgreen, + uvw: base::transform_coordinate( + transform: max_rotation_translation_scale( + scaling: float3(U_Tiling, V_Tiling, 1.f), + rotation: float3(U_angle, V_angle, W_angle)/180.f*math::PI , + translation: float3(U_Offset, V_Offset, 0.f), + u_mirror: U_Mirror, + v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: mapChannel - 1) + ), + wrap_u: U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + wrap_v: V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip + ); +} + +// 3dsmax Color Correction RGB Channels +export enum ad_3dsmax_channel +[[ + anno::hidden() +]] +{ + channel_red, + channel_green, + channel_blue, + channel_alpha, + channel_inverse_red, + channel_inverse_green, + channel_inverse_blue, + channel_inverse_alpha, + channel_mono, + channel_one, + channel_zero +}; + +// 3dsmax Color Correction Lightness Mode +export enum ad_3dsmax_lightness_mode +[[ + anno::hidden() +]] +{ + Standard, + Advanced +}; + +// 3dsmax Color Correction Map +export texture_return ad_3dsmax_color_correction +( + texture_return map = texture_return() + [[ + anno::in_group("Basic parameters"), + anno::display_name("Color") + ]], + uniform ad_3dsmax_channel rewireR = channel_red + [[ + anno::in_group("Channels"), + anno::display_name("Red") + ]], + uniform ad_3dsmax_channel rewireG = channel_green + [[ + anno::in_group("Channels"), + anno::display_name("Green") + ]], + uniform ad_3dsmax_channel rewireB = channel_blue + [[ + anno::in_group("Channels"), + anno::display_name("Blue") + ]], + uniform ad_3dsmax_channel rewireA = channel_alpha + [[ + anno::in_group("Channels"), + anno::display_name("Alpha") + ]], + uniform float hue_shift = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Hue shift"), + anno::hard_range(-180.f, 180.f) + ]], + uniform float saturation = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Saturation"), + anno::hard_range(-100.f, 100.f) + ]], + uniform float hue_tint = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Hue tint"), + anno::hard_range(0.f, 360.f) + ]], + uniform float hue_tint_amnt = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Strength"), + anno::hard_range(0.f, 100.f) + ]], + uniform ad_3dsmax_lightness_mode lightness_mode = Standard + [[ + anno::in_group("Lightness"), + anno::display_name("Lightness mode") + ]], + uniform float brightness = 0.f + [[ + anno::in_group("Lightness"), + anno::display_name("Brightness"), + anno::hard_range(-100.f, 100.f) + ]], + uniform float contrast = 0.f + [[ + anno::in_group("Lightness"), + anno::display_name("Contrast"), + anno::hard_range(-100.f, 100.f) + ]], + uniform float rgb_gamma = 1.f + [[ + anno::in_group("Lightness"), + anno::display_name("RGB gamma"), + anno::hard_range(0.01f, 10000.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + // channel rewiring + float3 rgb = float3(map.tint); + texture_return result = (rewireB == channel_blue) && (rewireG == channel_green) && (rewireR == channel_red) && (rewireA == channel_alpha) ? + texture_return(color(rgb), map.mono) : + texture_return(color( + rewireR == channel_red ? rgb.x : + rewireR == channel_green ? rgb.y : + rewireR == channel_blue ? rgb.z : + rewireR == channel_alpha ? map.mono : + rewireR == channel_inverse_red ? 1.f - rgb.x : + rewireR == channel_inverse_green ? 1.f - rgb.y : + rewireR == channel_inverse_blue ? 1.f - rgb.z : + rewireR == channel_inverse_alpha ? 1.f - map.mono : + rewireR == channel_mono ? math::luminance(map.tint) : + rewireR == channel_one ? 1.f : 0.f, + rewireG == channel_red ? rgb.x : + rewireG == channel_green ? rgb.y : + rewireG == channel_blue ? rgb.z : + rewireG == channel_alpha ? map.mono : + rewireG == channel_inverse_red ? 1.f - rgb.x : + rewireG == channel_inverse_green ? 1.f - rgb.y : + rewireG == channel_inverse_blue ? 1.f - rgb.z : + rewireG == channel_inverse_alpha ? 1.f - map.mono : + rewireG == channel_mono ? math::luminance(map.tint) : + rewireG == channel_one ? 1.f : 0.f, + rewireB == channel_red ? rgb.x : + rewireB == channel_green ? rgb.y : + rewireB == channel_blue ? rgb.z : + rewireB == channel_alpha ? map.mono : + rewireB == channel_inverse_red ? 1.f - rgb.x : + rewireB == channel_inverse_green ? 1.f - rgb.y : + rewireB == channel_inverse_blue ? 1.f - rgb.z : + rewireB == channel_inverse_alpha ? 1.f - map.mono : + rewireB == channel_mono ? math::luminance(map.tint) : + rewireB == channel_one ? 1.f : 0.f + ), + rewireA == channel_red ? rgb.x : + rewireA == channel_green ? rgb.y : + rewireA == channel_blue ? rgb.z : + rewireA == channel_alpha ? map.mono : + rewireA == channel_inverse_red ? 1.f - rgb.x : + rewireA == channel_inverse_green ? 1.f - rgb.y : + rewireA == channel_inverse_blue ? 1.f - rgb.z : + rewireA == channel_inverse_alpha ? 1.f - map.mono : + rewireA == channel_mono ? math::luminance(map.tint) : + rewireA == channel_one ? 1.f : 0.f); + + rgb = float3(result.tint); + + // chroma correction + if(hue_shift != 0.f || saturation != 0.f || hue_tint_amnt != 0.f) + { + // RGB to HSV + float min = math::min_value(rgb); + float max = math::max_value(rgb); + float h = 0.f, s = 0.f, v = max; + float delta = max - min; + + if(min != max) + { + if(max == rgb.x) + h = math::fmod(((60.f*((rgb.y - rgb.z)/delta)) + 360.f), 360.f); + else if(max == rgb.y) + h = math::fmod(((60.f*((rgb.z - rgb.x)/delta)) + 120.f), 360.f); + else // max == rgb.z + h = math::fmod(((60.f*((rgb.x - rgb.y)/delta)) + 240.f), 360.f); + } + + if(max > 0.f) + { + s = delta / max; + + if(saturation >= 0.f) + s += saturation*saturation*0.0001f; + else + s -= saturation*saturation*0.0001f; + + if(s < 0.f) + s = 0.f; + else if (s > 1.f) + s = 1.f; + } + + // apply cromatic corrections + h += hue_shift; + h += (hue_tint - h)*(hue_tint_amnt*0.01f); + + if(h < 0.f) + h += 360.f; + else if(h >= 360.f) + h -= 360.f; + + + // HSV to RGB + float sv = s*v; + h = math::fmod(h / 60.f, 6.f); + int idx = int(h); + float x = sv * (1.f - math::abs(math::fmod(h, 2.f) - 1.f)); + float m = v - sv; + + float r=0.f, g=0.f, b=0.f; + + switch(idx) + { + case 0: + r = sv, g = x; + break; + case 1: + r = x, g = sv; + break; + case 2: + g = sv, b = x; + break; + case 3: + g = x, b = sv; + break; + case 4: + r = x, b = sv; + break; + case 5: + r = sv, b = x; + break; + } + + rgb = float3(r+m, g+m, b+m); + } + + // lightness correction + if(lightness_mode == Advanced) // advanced exposure + { + if(rgb_gamma != 1.f) + rgb = math::pow(rgb, 1.f/rgb_gamma); + } + else // basic exposure + { + if(contrast != 0.f) + { + float c = contrast*2.55f; + float f = (259.f * (c + 255.f))/(255.f * (259.f - c)); + float3 grey(0.5f); + rgb = math::clamp((rgb - grey)*f + grey, 0.f, 1.f); + } + + if(brightness != 0.f) + { + rgb = math::clamp(rgb + float3(brightness*0.01), 0.f, 1.f); + } + } + + result.tint = color(rgb); + return result; +} + +// 3dsmax Color Correction Map for Bump +export float3 ad_3dsmax_color_correction_bump( + float3 map = state::normal() + [[ + anno::in_group("Basic parameters"), + anno::display_name("Bump map") + ]], + uniform ad_3dsmax_channel rewireR = channel_red + [[ + anno::in_group("Channels"), + anno::display_name("Red"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_channel rewireG = channel_green + [[ + anno::in_group("Channels"), + anno::display_name("Green"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_channel rewireB = channel_blue + [[ + anno::in_group("Channels"), + anno::display_name("Blue"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_channel rewireA = channel_alpha + [[ + anno::in_group("Channels"), + anno::display_name("Alpha"), + anno::unused(), + anno::hidden() + ]], + uniform float hue_shift = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Hue shift"), + anno::hard_range(-180.f, 180.f), + anno::unused(), + anno::hidden() + ]], + uniform float saturation = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Saturation"), + anno::hard_range(-100.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform float hue_tint = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Hue tint"), + anno::hard_range(0.f, 360.f), + anno::unused(), + anno::hidden() + ]], + uniform float hue_tint_amnt = 0.f + [[ + anno::in_group("Color"), + anno::display_name("Strength"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_lightness_mode lightness_mode = Standard + [[ + anno::in_group("Lightness"), + anno::display_name("Lightness mode"), + anno::unused(), + anno::hidden() + ]], + uniform float brightness = 0.f + [[ + anno::in_group("Lightness"), + anno::display_name("Brightness"), + anno::hard_range(-100.f, 100.f), + anno::unused(), + anno::hidden() + + ]], + uniform float contrast = 0.f + [[ + anno::in_group("Lightness"), + anno::display_name("Contrast"), + anno::hard_range(-100.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_gamma = 1.f + [[ + anno::in_group("Lightness"), + anno::display_name("RGB gamma"), + anno::hard_range(0.01f, 10000.f), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Bump"), + anno::display_name("Bump amount"), + anno::hard_range(0.f, 1.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return math::normalize(math::lerp(state::normal(), map, bump_amount)); + // return combine_normals(bump_amount, map, 1.f - bump_amount, state::normal()); + + // EXPERIMENTAL CODE + // if(bump_amount <= 0.f) + // return state::normal(); + + // // normal xyz to spherical + // float disc = math::sqrt(map.x*map.x + map.y*map.y); + // float theta = math::atan(disc/map.z); + // float phi = math::atan2(map.y, map.x); + + // float t = math::clamp(1.f - theta/math::HALF_PI, 0.f, 1.f); // [0, PI/2] --> [1, 0] mapping + + + // // lightness corrections + // if(lightness_mode = Advanced) + // { + // if(rgb_gamma != 1.f) + // t = math::pow(t, 1.f/rgb_gamma); + // } + // else // basic exposure + // { + // if(contrast != 0.f) + // { + // float c = contrast*2.55f; + // float f = (259.f * (c + 255.f))/(255.f * (259.f - c)); + // t = math::clamp((t - 0.5f)*f + 0.5f, 0.f, 1.f); + // } + + // if(brightness != 0.f) + // { + // t = math::clamp(t + (brightness*0.01), 0.f, 1.f); + // } + // } + + // theta = (1.f - t)*math::HALF_PI; // [1, 0] --> [0, PI/2] mapping + + // // normal spherical to xyz + // float3 bump_normal(math::sin(theta)*math::cos(phi), math::sin(theta)*math::sin(phi), math::cos(theta)); + + // if(bump_amount >= 1.f) + // return bump_normal; + // else + // return combine_normals(bump_amount, bump_normal, 1.f - bump_amount, state::normal()); +} + +// 3dsmax Composite Layer Mask Mode +uniform color_layer_mode ad_3dsmax_mapmode(uniform int m) +{ + return + m == 0 ? base::color_layer_blend: + m == 1 ? base::color_layer_average: + m == 2 ? base::color_layer_add: + m == 3 ? base::color_layer_add: //but factor is negative to get subtract!! + m == 4 ? base::color_layer_darken: + m == 5 ? base::color_layer_multiply: + m == 6 ? base::color_layer_colorburn: + m == 7 ? base::color_layer_linearburn: + m == 8 ? base::color_layer_lighten: + m == 9 ? base::color_layer_screen: + m == 10 ? base::color_layer_colordodge: + m == 11 ? base::color_layer_lineardodge: + m == 12 ? base::color_layer_spotlight: + m == 13 ? base::color_layer_spotlightblend: + m == 14 ? base::color_layer_overlay: + m == 15 ? base::color_layer_softlight: + m == 16 ? base::color_layer_hardlight: + m == 17 ? base::color_layer_pinlight: + m == 18 ? base::color_layer_hardmix: + m == 19 ? base::color_layer_difference: + m == 20 ? base::color_layer_exclusion: + m == 21 ? base::color_layer_hue: + m == 22 ? base::color_layer_saturation: + m == 23 ? base::color_layer_color: + m == 24 ? base::color_layer_brightness: + base::color_layer_blend; +} + +// 3dsmax Composite Map +export texture_return ad_3dsmax_composite +( + // layer 1 + uniform int blendMode1 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Blend Mode (unused)"), + anno::unused(), + anno::hidden() + ]], + texture_return map1 = texture_return() + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Map") + ]], + texture_return mask1 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Mask") + ]], + uniform float opacity1 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // layer2 + uniform int blendMode2 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Blend Mode") + ]], + texture_return map2 = texture_return() + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Map") + ]], + texture_return mask2 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Mask") + ]], + uniform float opacity2 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // layer3 + uniform int blendMode3 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Blend Mode") + ]], + texture_return map3 = texture_return() + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Map") + ]], + texture_return mask3 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Mask") + ]], + uniform float opacity3 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // Layer4 + uniform int blendMode4 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Blend Mode") + ]], + texture_return map4 = texture_return() + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Map") + ]], + texture_return mask4 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Mask") + ]], + uniform float opacity4 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Opacity"), + anno::hard_range(0.f, 100.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + opacity1 *= mask1.mono*0.01f; + texture_return t1 = opacity1 > 0.f ? + base::blend_color_layers + ( + layers: base::color_layer[] + ( + base::color_layer + ( + layer_color: map1.tint, + weight: opacity1, + mode: base::color_layer_blend + ) + ), + base: color(0.f) + ) + : texture_return(color(0.f), 0.f); + + opacity2 *= mask2.mono*0.01f; + texture_return t2 = opacity2 > 0.f ? + base::blend_color_layers + ( + layers: base::color_layer[] + ( + base::color_layer + ( + layer_color: map2.tint, + weight: blendMode2 == 3 ? -opacity2 : opacity2, + mode: ad_3dsmax_mapmode(blendMode2) + ) + ), + base: t1.tint + ) + : t1; + + opacity3 *= mask3.mono*0.01f; + texture_return t3 = opacity3 > 0.f ? + base::blend_color_layers + ( + layers: base::color_layer[] + ( + base::color_layer + ( + layer_color: map3.tint, + weight: blendMode3 == 3 ? -opacity3 : opacity3, + mode: ad_3dsmax_mapmode(blendMode3) + ) + ), + base: t2.tint + ) + : t2; + + opacity4 *= mask4.mono*0.01f; + texture_return t4 = opacity4 > 0.f ? + base::blend_color_layers + ( + layers: base::color_layer[] + ( + base::color_layer + ( + layer_color: map4.tint, + weight: blendMode4 == 3 ? -opacity4 : opacity4, + mode: ad_3dsmax_mapmode(blendMode4) + ) + ), + base: t3.tint + ): + t3; + + return t4; +} + +// 3dsmax Composite Map for Bump +export float3 ad_3dsmax_composite_bump +( + // Layer1 + uniform int blendMode1 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Blend Mode"), + anno::unused(), + anno::hidden() + ]], + float3 map1 = state::normal() + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Bump Map") + ]], + texture_return mask1 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Mask") + ]], + uniform float opacity1 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("1: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // Layer2 + uniform int blendMode2 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Blend Mode"), + anno::unused(), + anno::hidden() + ]], + float3 map2 = state::normal() + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Bump Map") + ]], + texture_return mask2 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Mask") + ]], + uniform float opacity2 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("2: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // Layer3 + uniform int blendMode3 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Blend Mode"), + anno::unused(), + anno::hidden() + ]], + float3 map3 = state::normal() + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Bump Map") + ]], + texture_return mask3 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Mask") + ]], + uniform float opacity3 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("3: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + // Layer4 + uniform int blendMode4 = 0 + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Blend Mode"), + anno::unused(), + anno::hidden() + ]], + float3 map4 = state::normal() + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Bump Map") + ]], + texture_return mask4 = texture_return(color(1.f), 1.f) + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Mask") + ]], + uniform float opacity4 = 0.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("4: Opacity"), + anno::hard_range(0.f, 100.f) + ]], + uniform float factor = 1.f + [[ + anno::in_group("Composite Layers"), + anno::display_name("Bump amount") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 n1 = opacity1 > 0.f ? + combine_normals(1.f - (opacity1/100.f*mask1.mono), state::normal(), opacity1/100.f*factor*mask1.mono, map1) + : state::normal(); + + float3 n2 = opacity2 > 0.f ? + combine_normals(1.f - (opacity2/100.f*mask2.mono), n1, opacity2/100.f*factor*mask2.mono, map2) + : n1; + + float3 n3 = opacity3 > 0.f ? + combine_normals(1.f - (opacity3/100.f*mask3.mono), n2, opacity3/100.f*factor*mask3.mono, map3) + : n2; + + float3 n4 = opacity4 > 0.f ? + combine_normals(1.f - (opacity4/100.f*mask4.mono), n3, opacity4/100.f*factor*mask4.mono, map4) + : n3; + + return n4; +} + +// 3dsmax Dent Map +export texture_return ad_3dsmax_dent +( + // Dent Params + color color1 = color(0.f) + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Color #1") + ]], + color color2 = color(1.f) + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Color #2") + ]], + uniform float size = 200.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Size") + ]], + uniform float strength = 20.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Strength") + ]], + uniform int iterations = 2 + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Iterations") + ]], + + // Coords + uniform float blur = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur"), + anno::unused() + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + // coordType: Object XYZ = 0, World XYZ = 1, Explicit Map Channel = 2, Vertex Color Channel = 3 + uniform int coordType = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("Source") + ]], + uniform int mapChannel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return base::perlin_noise_texture + ( + color1: color1, + color2: color2, + size: size / 30.0, // Experimental factor to improve the match + noise_levels: iterations, + absolute_noise: true, // Dent is absolute noise + noise_threshold_high: (strength != 0 ? 1/(strength) : 1), // Match seems rather close + apply_dent: true, + uvw: base::transform_coordinate + ( + transform: base::rotation_translation_scale + ( + scaling: tiling, + translation: offset, + rotation: float3(angle.x,angle.y,angle.z)/180.*math::PI + ), + coordinate: + ( + coordType == 0 ? // Object XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_object): + ( + coordType == 1 ? // World XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_world): + ( + // coordType == 2 ? // Explicit Map Channel + // base::coordinate_source(texture_space: mapChannel-1): + base::coordinate_source(texture_space: mapChannel-1) // No support for Vertex Color Channel, fallback to UVs + ) + ) + ) + ) + ); +} + +// 3dsmax Dent Map for Bump +export float3 ad_3dsmax_dent_bump +( + // Dent Params + color color1 = color(0.f) + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Color #1") + ]], + color color2 = color(1.f) + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Color #2") + ]], + uniform float size = 200.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Size") + ]], + uniform float strength = 20.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Strength") + ]], + uniform int iterations = 2 + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Iterations") + ]], + + // Bump + uniform float factor = 1.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Bump amount") + ]], + + // Coords + uniform float blur = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur"), + anno::unused(), + anno::hidden() + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + // coordType: Object XYZ = 0, World XYZ = 1, Explicit Map Channel = 2, Vertex Color Channel = 3 + uniform int coordType = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("Source") + ]], + uniform int mapChannel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 perlin_normal = base::perlin_noise_bump_texture + ( + factor: factor * (strength / 100.f), // Experimental + size: size / 30.f, // Experimental factor to improve the match + noise_levels: iterations, + absolute_noise: true, // Dent is absolute noise + apply_dent: true, + uvw: base::transform_coordinate + ( + transform: base::rotation_translation_scale + ( + scaling: tiling, + translation: offset, + rotation: float3(angle.x,angle.y,angle.z)/180.f*math::PI + ), + coordinate: + ( + coordType == 0 ? // Object XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_object): + ( + coordType == 1 ? // World XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_world): + ( + // coordType == 2 ? // Explicit Map Channel + // base::coordinate_source(texture_space: mapChannel-1): + base::coordinate_source(texture_space: mapChannel-1) // No support for Vertex Color Channel, fallback to UVs + ) + ) + ) + ) + ); + float f = math::average(color1 - color2) * factor; + return combine_normals( f, perlin_normal, 1.f - f, state::normal() ); +} + +// 3dsmax Gradient Ramp Map +export enum ad_3dsmax_gradient_interpolation +{ + custom = 0, + easy_in, + easy_in_out, + easy_out, + linear, + solid +}; + + +export texture_return ad_3dsmax_gradient_ramp +( + // Gradient Params + uniform float[] gradient_keys = float[](0.f, 50.f, 100.f) + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Keys") + ]], + uniform float3[] gradient_colors = float3[](float3(0.f, 0.f, 0.f), float3(0.5f, 0.5f, 0.5f), float3(1.f, 1.f, 1.f)) + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Colors") + ]], + uniform int gradient_type = 4 + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Type"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_gradient_interpolation gradient_interpolation = linear + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Interpolation") + ]], + + // Noise Params + uniform float amount = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Amount"), + anno::hard_range(0.f, 1.f) + ]], + // type: regular = 0, fractal = 1, turbulence = 2 + // 0- Regular (Generates plain noise. Basically the same as fractal noise with levels at 1.) + // 1- Fractal (Generates noise using a fractal algorithm. levels sets the number of iterations for the fractal noise.) + // 2- Turbulence (Generates fractal noise with an absolute value function applied to it to make fault lines.) + uniform int type = 0 + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Type") + ]], + uniform float size = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Size") + ]], + uniform float phase = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Phase") + ]], + uniform float levels = 4.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Levels") + ]], + uniform float threshold_low = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold Low") + ]], + uniform float threshold_high = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold High") + ]], + uniform float threshold_smooth = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold Smooth"), + anno::unused(), + anno::hidden() + ]], + + // Coords + uniform int map_channel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform bool u_tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool v_tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool u_mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool v_mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + uniform int UVW_Type = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW_Type"), + anno::unused(), + anno::hidden() + ]], + + // Output + uniform bool alpha_from_RGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB Intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump Amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output Amount"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Level"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + texture_return noise; + + if(amount > 0.f) + { + noise = base::perlin_noise_texture + ( + size: size/30.f, + noise_phase: phase, + noise_levels: (type == 0 ? 1 : int(levels)), // Levels only used for fractal and turbulence noise types + absolute_noise: type == 2, // If set to true, the appearance of the pattern will be more "billowing" and "turbulent" + noise_threshold_high: threshold_high, + noise_threshold_low: threshold_low, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: tiling, + rotation: angle/180.f*math::PI , + translation: offset, + u_mirror: u_mirror, + v_mirror: v_mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + } + + float3 position = state::texture_coordinate(0); + + float t = position.x + noise.mono*amount; + + t = t - int(t); + if( t < 0.f) + t += 1.f; + else if( t > 1.f) + t -= 1.f; + + t *= 100.f; + + int idx=0; + for(int i=0; i= t) + { + idx = i; + break; + } + } + + color c; + switch(gradient_interpolation) + { + case easy_in: + t = (t - gradient_keys[idx])/(gradient_keys[idx+1] - gradient_keys[idx]); + c = color(math::lerp( gradient_colors[idx], gradient_colors[idx+1], t*t)); + break; + case easy_in_out: + t = (t - gradient_keys[idx])/(gradient_keys[idx+1] - gradient_keys[idx]); + c = color(math::lerp( gradient_colors[idx], gradient_colors[idx+1], t*t*(3.f - 2.f*t))); + break; + case easy_out: + t = (t - gradient_keys[idx])/(gradient_keys[idx+1] - gradient_keys[idx]); + c = color(math::lerp( gradient_colors[idx], gradient_colors[idx+1], math::sqrt(t))); + break; + default: + case linear: + t = (t - gradient_keys[idx])/(gradient_keys[idx+1] - gradient_keys[idx]); + c = color(math::lerp( gradient_colors[idx], gradient_colors[idx+1], t)); + break; + case solid: + c = color(gradient_colors[idx]); + break; + } + + return texture_return(c, math::average(c)); +} + +// 3dsmax Gradient Ramp Map for Bump +export float3 ad_3dsmax_gradient_ramp_bump +( + // Gradient Params + uniform float[] gradient_keys = float[](0.f, 50.f, 100.f) + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Keys"), + anno::unused(), + anno::hidden() + + ]], + uniform float3[] gradient_colors = float3[](float3(0.f, 0.f, 0.f), float3(0.5f, 0.5f, 0.5f), float3(1.f, 1.f, 1.f)) + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Colors"), + anno::unused(), + anno::hidden() + ]], + uniform int gradient_type = 5 + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Gradient Type"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_gradient_interpolation gradient_interpolation = linear + [[ + anno::in_group("Gradient Parameters"), + anno::display_name("Interpolation"), + anno::unused(), + anno::hidden() + ]], + + // Noise Params + uniform float amount = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Amount"), + anno::hard_range(0.f, 1.f) + ]], + // type: regular = 0, fractal = 1, turbulence = 2 + // 0- Regular (Generates plain noise. Basically the same as fractal noise with levels at 1.) + // 1- Fractal (Generates noise using a fractal algorithm. levels sets the number of iterations for the fractal noise.) + // 2- Turbulence (Generates fractal noise with an absolute value function applied to it to make fault lines.) + uniform int type = 0 + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Type") + ]], + uniform float size = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Size") + ]], + uniform float phase = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Phase") + ]], + uniform float levels = 4.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Levels") + ]], + uniform float threshold_low = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold Low") + ]], + uniform float threshold_high = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold High") + ]], + uniform float threshold_smooth = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Threshold Smooth"), + anno::unused(), + anno::hidden() + ]], + + // Bump + uniform float factor = 1.f + [[ + anno::in_group("Bump Parameters"), + anno::display_name("Bump factor") + ]], + + // Coords + uniform int map_channel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform bool u_tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool v_tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool u_mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool v_mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + uniform int UVW_Type = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW_Type"), + anno::unused(), + anno::hidden() + ]], + + // Output + uniform bool alpha_from_RGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB Intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump Amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output Amount"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Level"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 perlin_normal = base::perlin_noise_bump_texture + ( + factor: factor, + size: size/30.f, + noise_phase: phase, + noise_levels: (type == 0 ? 1 : int(levels)), // Levels only used for fractal and turbulence noise types + absolute_noise: type == 2, // If set to true, the appearance of the pattern will be more "billowing" and "turbulent" + noise_threshold_high: threshold_high, + noise_threshold_low: threshold_low, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: tiling, + rotation: angle/180.f*math::PI , + translation: offset, + u_mirror: u_mirror, + v_mirror: v_mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + // return combine_normals( factor, perlin_normal, 1.f-factor, state::normal() ); + + return math::normalize(math::lerp(state::normal(), perlin_normal, factor*amount)); + +} + + +// 3dsmax Falloff Map Type +export enum ad_3dsmax_falloff_Type +[[ + anno::hidden() +]] +{ + Towards_Away, + Perpendicular_Parallel, + Fresnel, + Shadow_Light, + Distance_Blend +}; + +// 3dsmax Falloff Map directions +export enum ad_3dsmax_falloff_direction +[[ + anno::hidden() +]] +{ + View, + Camera_X, + Camera_Y, + Object, + Local_X, + Local_Y, + Local_Z, + World_X, + World_Y, + World_Z +}; + +// 3dsmax Falloff Map +export texture_return ad_3dsmax_falloff +( + texture_return color1 = texture_return() + [[ + anno::in_group("Falloff"), + anno::display_name("Color #1") + ]], + texture_return color2 = texture_return() + [[ + anno::in_group("Falloff"), + anno::display_name("Color #1"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_falloff_Type falloff_type = Perpendicular_Parallel + [[ + anno::in_group("Falloff"), + anno::display_name("Falloff type"), + anno::unused(), + anno::hidden() + ]], + uniform ad_3dsmax_falloff_direction falloff_direction = View + [[ + anno::in_group("Falloff"), + anno::display_name("Falloff direction"), + anno::unused(), + anno::hidden() + ]], + float4x4 node = float4x4() + [[ + anno::in_group("Falloff"), + anno::display_name("Node"), + anno::unused(), + anno::hidden() + ]], + uniform float nearDistance = 0.f + [[ + anno::in_group("Falloff"), + anno::display_name("Near distance"), + anno::unused(), + anno::hidden() + ]], + uniform float farDistance = 1000000.f + [[ + anno::in_group("Falloff"), + anno::display_name("Far distance"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return color1; +} + +// 3dsmax Mix Map +export texture_return ad_3dsmax_mix +( + texture_return color1 = texture_return() + [[ + anno::in_group("Mix parameters"), + anno::display_name("Color #1") + ]], + texture_return color2 = texture_return() + [[ + anno::in_group("Mix parameters"), + anno::display_name("Color #2") + ]], + float mixAmount = 0.f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Mix amount"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool useCurve = false + [[ + anno::in_group("Mix parameters"), + anno::display_name("Use curve") + ]], + uniform float lower = 0.3f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Lower"), + anno::hard_range(0.f, 1.f) + ]], + uniform float upper = .7f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Upper"), + anno::hard_range(0.f, 1.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float t = useCurve ? math::smoothstep(lower, upper, mixAmount) : math::smoothstep(0.0, 1.0, mixAmount); + + return texture_return( + math::lerp(color1.tint,color2.tint, t), + math::lerp(color1.mono,color2.mono, t)); +} + +// 3dsmax Mix Map for Bump +export float3 ad_3dsmax_mix_bump +( + float3 color1 = state::normal() + [[ + anno::in_group("Mix parameters"), + anno::display_name("Bump Map #1") + ]], + float3 color2 = state::normal() + [[ + anno::in_group("Mix parameters"), + anno::display_name("Bump Map #2") + ]], + float mixAmount = 0.f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Mix amount"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool useCurve = false + [[ + anno::in_group("Mix parameters"), + anno::display_name("Use Curve") + ]], + uniform float lower = 0.3f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Lower"), + anno::hard_range(0.f, 1.f) + ]], + uniform float upper = .7f + [[ + anno::in_group("Mix parameters"), + anno::display_name("Upper"), + anno::hard_range(0.f, 1.f) + ]], + + // Bump + uniform float bump_amount = 1.f + [[ + anno::in_group("Dent Parameters"), + anno::display_name("Bump amount") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float t = useCurve ? math::smoothstep(lower, upper, mixAmount) : math::smoothstep(0.0, 1.0, mixAmount); + float3 mix_normal = math::normalize(math::lerp(color1, color2, t)); + + return math::normalize(math::lerp(state::normal(), mix_normal, bump_amount)); +} + +// 3dsmax Noise Map +export texture_return ad_3dsmax_noise +( + // Noise Params + color color1 = color(0.f) + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Color #1") + ]], + color color2 = color(1.f) + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Color #2") + ]], + uniform float size = 25.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Size") + ]], + uniform float phase = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Phase") + ]], + uniform float levels = 3.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Levels") + ]], + uniform float thresholdLow = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Threshold Low") + ]], + uniform float thresholdHigh = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Threshold High") + ]], + // type: regular = 0, fractal = 1, turbulence = 2 + // 0- Regular (Generates plain noise. Basically the same as fractal noise with levels at 1.) + // 1- Fractal (Generates noise using a fractal algorithm. levels sets the number of iterations for the fractal noise.) + // 2- Turbulence (Generates fractal noise with an absolute value function applied to it to make fault lines.) + uniform int type = 1 + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Type") + ]], + + // Coords + uniform float blur = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur"), + anno::unused(), + anno::hidden() + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + // coordType: Object XYZ = 0, World XYZ = 1, Explicit Map Channel = 2, Vertex Color Channel = 3 + uniform int coordType = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("Source") + ]], + uniform int mapChannel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]], + + // Output + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB Intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump Amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output Amount"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Level"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return base::perlin_noise_texture + ( + color1: color1, + color2: color2, + size: size/30.f, + noise_phase: phase, + noise_levels: (type == 0 ? 1 : int(levels)), // Levels only used for fractal and turbulence noise types + absolute_noise: type == 2, // If set to true, the appearance of the pattern will be more "billowing" and "turbulent" + noise_threshold_high: thresholdHigh, + noise_threshold_low: thresholdLow, + uvw: base::transform_coordinate + ( + transform: base::rotation_translation_scale + ( + scaling: tiling, + translation: offset, + rotation: float3(angle.x,angle.y,angle.z)/180.*math::PI + ), + coordinate: + ( + coordType == 0 ? // Object XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_object): + ( + coordType == 1 ? // World XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_world): + ( + // coordType == 2 ? // Explicit Map Channel + // base::coordinate_source(texture_space: mapChannel-1): + base::coordinate_source(texture_space: mapChannel-1) // No support for Vertex Color Channel, fallback to UVs + ) + ) + ) + ) + ); +} + +// 3dsmax Noise Map for Bump +export float3 ad_3dsmax_noise_bump +( + // Noise Params + color color1 = color(0.f) + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Color #1") + ]], + color color2 = color(1.f) + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Color #2") + ]], + uniform float size = 25.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Size") + ]], + uniform float phase = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Phase") + ]], + uniform float levels = 3.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Levels") + ]], + uniform float thresholdLow = 0.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Threshold Low") + ]], + uniform float thresholdHigh = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Threshold High") + ]], + // type: regular = 0, fractal = 1, turbulence = 2 + // 0- Regular (Generates plain noise. Basically the same as fractal noise with levels at 1.) + // 1- Fractal (Generates noise using a fractal algorithm. levels sets the number of iterations for the fractal noise.) + // 2- Turbulence (Generates fractal noise with an absolute value function applied to it to make fault lines.) + uniform int type = 1 + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Noise Type") + ]], + + // Bump + uniform float factor = 1.f + [[ + anno::in_group("Noise Parameters"), + anno::display_name("Bump amount") + ]], + + // Coords + uniform float blur = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur"), + anno::unused(), + anno::hidden() + ]], + uniform float3 offset = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Offset") + ]], + uniform float3 tiling = float3(1.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Tiling") + ]], + uniform float3 angle = float3(0.f) + [[ + anno::in_group("Coordinates"), + anno::display_name("Angle") + ]], + uniform float blur_Offset = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("Blur Offset"), + anno::unused(), + anno::hidden() + ]], + // coordType: Object XYZ = 0, World XYZ = 1, Explicit Map Channel = 2, Vertex Color Channel = 3 + uniform int coordType = 0 + [[ + anno::in_group("Coordinates"), + anno::display_name("Source") + ]], + uniform int mapChannel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map Channel") + ]], + + // Output + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB Intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.0 + [[ + anno::in_group("Output"), + anno::display_name("Bump Amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.0 + [[ + anno::in_group("Output"), + anno::display_name("Output Amount"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_level = 1.0 + [[ + anno::in_group("Output"), + anno::display_name("RGB Level"), + anno::unused(), + anno::hidden() + ]], + uniform float rgb_offset = 0.0 + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 perlin_normal = base::perlin_noise_bump_texture + ( + factor: factor, + size: size/30.f, + noise_phase: phase, + noise_levels: (type == 0 ? 1 : int(levels)), // Levels only used for fractal and turbulence noise types + absolute_noise: type == 2, // If set to true, the appearance of the pattern will be more "billowing" and "turbulent" + noise_threshold_high: thresholdHigh, + noise_threshold_low: thresholdLow, + uvw: base::transform_coordinate + ( + transform: base::rotation_translation_scale + ( + scaling: tiling, + translation: offset, + rotation: float3(angle.x,angle.y,angle.z)/180.*math::PI + ), + coordinate: + ( + coordType == 0 ? // Object XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_object): + ( + coordType == 1 ? // World XYZ + base::coordinate_source(coordinate_system: base::texture_coordinate_world): + ( + // coordType == 2 ? // Explicit Map Channel + // base::coordinate_source(texture_space: mapChannel-1): + base::coordinate_source(texture_space: mapChannel-1) // No support for Vertex Color Channel, fallback to UVs + ) + ) + ) + ) + ); + float f = math::average(color1 - color2) * factor; + return combine_normals( f, perlin_normal, 1-f, state::normal() ); +} + +// 3dsmax Output Map +export texture_return ad_3dsmax_output +( + texture_return MAP1 = texture_return() + [[ + anno::in_group("Output Parameters"), + anno::display_name("Map") + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("Bump amount"), + anno::unused() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Clamp") + ]], + uniform bool invert = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Alpha from RGB intensity") + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("Output amount"), + anno::unused() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("RGB level") + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("RGB offset") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + color rgb(MAP1.tint*rgb_level + rgb_offset); + + if(clamp || invert) + rgb = math::clamp(rgb, 0.f, 1.f); + + if(invert) + rgb = color(1.f) - rgb; + + return texture_return(rgb, alphaFromRGB ? math::luminance(rgb) : MAP1.mono); + +} + +// 3dsmax Output Map for Bump +export float3 ad_3dsmax_output_bump +( + float3 MAP1 = state::normal() + [[ + anno::in_group("Output Parameters"), + anno::display_name("Map") + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("Bump amount") + ]], + uniform bool clamp = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Clamp"), + anno::unused() + ]], + uniform bool invert = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output Parameters"), + anno::display_name("Alpha from RGB intensity"), + anno::unused() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("Output amount"), + anno::unused() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("RGB level"), + anno::unused() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output Parameters"), + anno::display_name("RGB offset"), + anno::unused() + ]], + uniform float base_bump_amount = 1.f + [[ + anno::in_group("Bump"), + anno::display_name("Base bump amount"), + anno::hard_range(0.f, 1.f) + ]] + +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 normal = MAP1; + if(invert) + { + normal = transform_internal_to_tangent(normal); + normal = float3(-normal.x, -normal.y, normal.z); + normal = transform_tangent_to_internal(normal); + } + + return math::normalize(math::lerp(state::normal(), normal, bump_amount*base_bump_amount)); +} + +int rnd_next(int seed) { + // xorshift32 using signed int + seed ^= seed << 13; + seed ^= seed >>> 17; + seed ^= seed << 5; + return seed; +} + +float rnd_value(int seed) +{ + return math::abs(float(seed) * 4.6566e-10f); +} + +// Convert from the HSV color model to the RGB color model +float3 hsv_to_rgb(float3 hsv) +{ + // grayscale? + if(hsv.y < limits::FLOAT_MIN) + return float3(hsv.z); + + float h_prime = (hsv.x < 1.0f) ? hsv.x * 6.0f : 0.0f; // H * 360.0/60.0 + float h_floor = math::floor(h_prime); + float f = h_prime - h_floor; + float zy = hsv.z*hsv.y; + float a = hsv.z - zy; + float b = hsv.z - zy*f; + float c = a + zy*f; + + switch(int(h_floor)) + { + default: + // hue out of [0,1] range... + // fall through... + case 0: + return float3(hsv.z, c, a); + case 1: + return float3(b, hsv.z, a); + case 2: + return float3(a, hsv.z, c); + case 3: + return float3(a, b, hsv.z); + case 4: + return float3(c, a, hsv.z); + case 5: + return float3(hsv.z, a, b); + } +} + +// Convert from the RGB color model to the HSV color model +export float3 rgb_to_hsv(float3 rgb) +{ + float max = math::max(rgb.x, math::max(rgb.y, rgb.z)); + float min = math::min(rgb.x, math::min(rgb.y, rgb.z)); + float range = max - min; + + if(range > limits::FLOAT_MIN) + { + float inv_range = (1.0f/6.0f)/range; + + float saturation = (max > limits::FLOAT_MIN) ? (range / max) : 0.0f; + float hue = (saturation != 0.0f) ? + ((max == rgb.x) ? ((rgb.y-rgb.z)*inv_range) // R is max + : (max == rgb.y) ? ((2.0f/6.0f) + (rgb.z-rgb.x)*inv_range) // G is max + : ((4.0f/6.0f) + (rgb.x-rgb.y)*inv_range)) // B is max + : 0.0f; // hue is undefined (assume 0) + + return float3((hue >= 0.0f) ? hue : (hue + 1.0f), saturation, max); + + } + else // grayscale + { + return float3(0.f, 0.f, max); + } +} + +// 3dsmax Tiles map +export texture_return ad_3dsmax_tiles +( + // Coordinates + uniform int map_channel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform bool U_Tile = true //it is actually an error if both mirror and tile are true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool U_Mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool V_Mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle"), + anno::unused(), + anno::hidden() + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused(), + anno::hidden() + ]], + + // Noise + uniform bool use_noise = false + [[ + anno::in_group("Noise"), + anno::display_name("Use Noise") + ]], + uniform float noise_amount = 1.f + [[ + anno::in_group("Noise"), + anno::display_name("Amount"), + anno::hard_range(0.f, 100.f), + anno::enable_if("use_noise") + ]], + uniform int noise_levels = 1 + [[ + anno::in_group("Noise"), + anno::display_name("Levels"), + anno::hard_range(1, 10), + anno::enable_if("use_noise") + ]], + uniform float noise_size = 1.f + [[ + anno::in_group("Noise"), + anno::display_name("Size"), + anno::hard_range(0.001f, 100.f), + anno::enable_if("use_noise") + ]], + uniform float noise_phase = 0.f + [[ + anno::in_group("Noise"), + anno::display_name("Phase"), + anno::hard_range(0.f, 100.f), + anno::enable_if("use_noise") + ]], + +// Standard Controls + uniform int preset_type = 5 + [[ + anno::in_group("Standard Controls"), + anno::display_name("Preset type"), + anno::hard_range(0, 7) + ]], + +// Advanced Controls + color tiles_color = color(0.6f) + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Tiles texture") + ]], + uniform float tiles_horizontal_count = 4.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Horizontal count"), + anno::hard_range(0.f, 100.f) + ]], + uniform float tiles_vertical_count = 4.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Vertical count"), + anno::hard_range(0.f, 100.f) + ]], + uniform float tiles_color_variance = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Color variance"), + anno::hard_range(0.f, 100.f) + ]], + uniform float tiles_fade_variance = 0.05f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Fade variance"), + anno::hard_range(0.f, 100.f) + ]], + color grout_color = color(0.2f) + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Grout texture") + ]], + uniform bool grout_lock_gap_simetry = true + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Gap simetry") + ]], + uniform float grout_horizontal_gap = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Horizontal gap"), + anno::hard_range(0.f, 100.f) + ]], + uniform float grout_vertical_gap = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Vertical gap"), + anno::hard_range(0.f, 100.f), + anno::enable_if("!grout_lock_gap_simetry") + ]], + uniform float grout_percent_holes = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Percent holes"), + anno::hard_range(0.f, 100.f) + ]], + uniform float grout_rought = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Rough"), + anno::hard_range(0.f, 200.f) + ]], + uniform int random_seed = 1444 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Random seed"), + anno::hard_range(0, 65535) + ]], + uniform float line_shift = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Line shift"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform float random_shift = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Random shift"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform bool row_modify = false + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Row modify"), + anno::unused(), + anno::hidden() + ]], + uniform int per_row = 2 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Per row"), + anno::hard_range(0, 50), + anno::unused(), + anno::hidden() + ]], + uniform float per_row_change = 1.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Change"), + anno::hard_range(0.f, 5.f), + anno::unused(), + anno::hidden() + ]], + uniform bool column_modify = false + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Column modify"), + anno::unused(), + anno::hidden() + ]], + uniform int per_column = 2 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Per column"), + anno::hard_range(0, 50), + anno::unused(), + anno::hidden() + ]], + uniform float per_column_change = 1.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Change"), + anno::hard_range(0.f, 5.f), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 uvw = state::texture_coordinate(0); + float2 uv(0.f, 0.f); + + // use noise? + if(use_noise && noise_amount > 0.f) + { + texture_return nx = base::perlin_noise_texture + ( + size: noise_size/30.f, + noise_phase: noise_phase*0.01f, + noise_levels: noise_levels, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: float3(U_Tiling), + rotation: float3(U_angle/180.f*math::PI), + translation: float3(U_Offset), + u_mirror: U_Mirror, + v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + + texture_return ny = base::perlin_noise_texture + ( + size: noise_size/30.f, + noise_phase: noise_phase*0.01f + 0.5f, + noise_levels: noise_levels, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: float3(V_Tiling), + rotation: float3(V_angle/180.f*math::PI), + translation: float3(V_Offset), + u_mirror: U_Mirror, + v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + + uv.x += nx.mono*noise_amount*0.01f; + uv.y += ny.mono*noise_amount*0.01f; + } + + if(grout_rought > 0.f) + { + base::texture_coordinate_info tci; + + tci.position *= 30.f; + tci.position.z = 1.f; + texture_return nx = base::perlin_noise_texture + ( + uvw: tci, + noise_levels: 1, + absolute_noise: true + ); + + tci.position.z = 2.f; + texture_return ny = base::perlin_noise_texture + ( + uvw: tci, + noise_levels: 1, + absolute_noise: true + ); + + uv.x += nx.mono*grout_rought*0.001f; + uv.y += ny.mono*grout_rought*0.001f; + } + + uv += float2((uvw.x - U_Offset)*U_Tiling, (uvw.y - V_Offset)*V_Tiling); + uv = float2(uv.x*tiles_horizontal_count, uv.y*tiles_vertical_count); + + bool is_grout; + + float gap_u = grout_horizontal_gap*0.01f; + float gap_v = grout_lock_gap_simetry ? gap_u : grout_vertical_gap*0.01f; + + gap_u *= tiles_horizontal_count; + gap_v *= tiles_vertical_count; + + int tile_idx = random_seed; + + switch(preset_type) + { + case 1: // running bond + { + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 2: // common flemish bond + { + bool odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + if(odd_row) + { + uv.x = (uv.x + 0.25f)*0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + gap_u *= 0.5f; + + if(math::abs(uv.x) > 0.375f) + tile_idx *= 13; + else if(math::abs(uv.x) > 0.75f) + tile_idx *= 17; + + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + ((uv.x - 0.375f) > -gap_u) && ((uv.x - 0.375f) <= gap_u) || + ((uv.x - 0.75f) > -gap_u) && ((uv.x - 0.75f) <= gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + else + { + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + } + break; + + case 3: // english bond + { + bool odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + uv.x = uv.x*2.f - 0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + gap_u *= 2.f; + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 4: // 1/2 running bond + { + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.25f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 5: // stack bond + { + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 6: // fine running bond + { + bool odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + { + uv *= 2.f; + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.5f; + } + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + { + gap_u *= 2.f; + gap_v *= 2.f; + } + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 7: // fine stack bond + { + bool odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + uv *= 2.f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + { + gap_u *= 2.f; + gap_v *= 2.f; + } + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + default: // checker + is_grout = (math::frac(uv.x) < 0.5f) == (math::frac(uv.y) < 0.5f); + break; + } + + int tile_idx_seed = rnd_next(tile_idx); + float rnd = (rnd_value(tile_idx_seed) - 0.5f); + + // % holes + if(!is_grout) + is_grout = rnd_value(rnd_next(tile_idx_seed)) < grout_percent_holes*0.01f; + + // color variance, fade variance + color tc = tiles_color; + + if(!is_grout && (tiles_color_variance > 0.f || tiles_fade_variance > 0.f)) + { + float3 hsv = rgb_to_hsv(float3(tc)); + + // color variance + if(tiles_color_variance > 0.f) + { + float t = rnd*tiles_color_variance*0.25f; + + if(t < 0.f) + { + hsv.y = math::clamp(hsv.y + t, 0.f, 1.f); + } + else + { + t = math::clamp(t, 0.f, 1.f); + + hsv.y += (0.f - hsv.y)*t; + hsv.z += (0.5f - hsv.z)*t; + } + } + + // fade variance + if(tiles_fade_variance > 0.f) + { + hsv.z += rnd*tiles_fade_variance*0.5f; + if(hsv.z < 0.f) + { + hsv.z = 0.f; + } + else if(hsv.z > 1.f) + { + hsv.y -= (hsv.z -1.f); + if(hsv.y < 0.f) + hsv.y = 0.f; + hsv.z = 1.f; + } + } + + tc = color(hsv_to_rgb(hsv)); + } + + texture_return result; + result.tint = is_grout ? grout_color : tc; + result.mono = math::average(result.tint); + + return result; +} + + +// 3dsmax Tiles map for bump +export float3 ad_3dsmax_tiles_bump +( + // Coordinates + uniform int map_channel = 1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform bool U_Tile = true //it is actually an error if both mirror and tile are true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool U_Mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile = true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile"), + anno::unused(), + anno::hidden() + ]], + uniform bool V_Mirror = false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle"), + anno::unused(), + anno::hidden() + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused(), + anno::hidden() + ]], + + // Noise + uniform bool use_noise = false + [[ + anno::in_group("Noise"), + anno::display_name("Use Noise") + ]], + uniform float noise_amount = 1.f + [[ + anno::in_group("Noise"), + anno::display_name("Amount"), + anno::hard_range(0.f, 100.f), + anno::enable_if("use_noise") + ]], + uniform int noise_levels = 1 + [[ + anno::in_group("Noise"), + anno::display_name("Levels"), + anno::hard_range(1, 10), + anno::enable_if("use_noise") + ]], + uniform float noise_size = 1.f + [[ + anno::in_group("Noise"), + anno::display_name("Size"), + anno::hard_range(0.001f, 100.f), + anno::enable_if("use_noise") + ]], + uniform float noise_phase = 0.f + [[ + anno::in_group("Noise"), + anno::display_name("Phase"), + anno::hard_range(0.f, 100.f), + anno::enable_if("use_noise") + ]], + +// Standard Controls + uniform int preset_type = 5 + [[ + anno::in_group("Standard Controls"), + anno::display_name("Preset type"), + anno::hard_range(0, 7) + ]], + +// Advanced Controls + float3 tiles_color = state::normal() + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Tiles texture") + ]], + uniform float tiles_horizontal_count = 4.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Horizontal count"), + anno::hard_range(0.f, 100.f) + ]], + uniform float tiles_vertical_count = 4.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Vertical count"), + anno::hard_range(0.f, 100.f) + ]], + uniform float tiles_color_variance = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Color variance"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform float tiles_fade_variance = 0.05f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Fade variance"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + float3 grout_color = state::normal() + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Grout texture") + ]], + uniform bool grout_lock_gap_simetry = true + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Gap simetry") + ]], + uniform float grout_horizontal_gap = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Horizontal gap"), + anno::hard_range(0.f, 100.f) + ]], + uniform float grout_vertical_gap = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Vertical gap"), + anno::hard_range(0.f, 100.f), + anno::enable_if("!grout_lock_gap_simetry") + ]], + uniform float grout_percent_holes = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Percent holes"), + anno::hard_range(0.f, 100.f) + ]], + uniform float grout_rought = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Rough"), + anno::hard_range(0.f, 200.f) + ]], + uniform int random_seed = 1444 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Random seed"), + anno::hard_range(0, 65535) + ]], + uniform float line_shift = 0.5f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Line shift"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform float random_shift = 0.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Random shift"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform bool row_modify = false + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Row modify"), + anno::unused(), + anno::hidden() + ]], + uniform int per_row = 2 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Per row"), + anno::hard_range(0, 50), + anno::unused(), + anno::hidden() + ]], + uniform float per_row_change = 1.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Change"), + anno::hard_range(0.f, 5.f), + anno::unused(), + anno::hidden() + ]], + uniform bool column_modify = false + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Column modify"), + anno::unused(), + anno::hidden() + ]], + uniform int per_column = 2 + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Per column"), + anno::hard_range(0, 50), + anno::unused(), + anno::hidden() + ]], + uniform float per_column_change = 1.f + [[ + anno::in_group("Advanced Controls"), + anno::display_name("Change"), + anno::hard_range(0.f, 5.f), + anno::unused(), + anno::hidden() + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("Bump"), + anno::display_name("Bump amount"), + anno::hard_range(0.f, 1.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 uvw = state::texture_coordinate(0); + float2 uv(0.f, 0.f); + + // use noise? + if(use_noise && noise_amount > 0.f) + { + texture_return nx = base::perlin_noise_texture + ( + size: noise_size/30.f, + noise_phase: noise_phase*0.01f, + noise_levels: noise_levels, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: float3(U_Tiling), + rotation: float3(U_angle/180.f*math::PI), + translation: float3(U_Offset), + u_mirror: U_Mirror, + v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + + texture_return ny = base::perlin_noise_texture + ( + size: noise_size/30.f, + noise_phase: noise_phase*0.01f + 0.5f, + noise_levels: noise_levels, + uvw: base::transform_coordinate + ( + transform: max_rotation_translation_scale + ( + scaling: float3(V_Tiling), + rotation: float3(V_angle/180.f*math::PI), + translation: float3(V_Offset), + u_mirror: U_Mirror, + v_mirror: V_Mirror + ), + coordinate: base::coordinate_source(texture_space: map_channel-1) + ) + ); + + uv.x += nx.mono*noise_amount*0.01f; + uv.y += ny.mono*noise_amount*0.01f; + } + + if(grout_rought > 0.f) + { + base::texture_coordinate_info tci; + + tci.position *= 30.f; + tci.position.z = 1.f; + texture_return nx = base::perlin_noise_texture + ( + uvw: tci, + noise_levels: 1, + absolute_noise: true + ); + + tci.position.z = 2.f; + texture_return ny = base::perlin_noise_texture + ( + uvw: tci, + noise_levels: 1, + absolute_noise: true + ); + + uv.x += nx.mono*grout_rought*0.001f; + uv.y += ny.mono*grout_rought*0.001f; + } + + uv += float2((uvw.x - U_Offset)*U_Tiling, (uvw.y - V_Offset)*V_Tiling); + uv = float2(uv.x*tiles_horizontal_count, uv.y*tiles_vertical_count); + + bool is_grout = false; + bool odd_row; + + float du = 0.f, dv = 0.f; + + float gap_u = grout_horizontal_gap*0.01f; + float gap_v = grout_lock_gap_simetry ? gap_u : grout_vertical_gap*0.01f; + + gap_u *= tiles_horizontal_count; + gap_v *= tiles_vertical_count; + + float tile_edge_u = 0.5f*0.01f; + float tile_edge_v = 0.5f*0.01f; + + int tile_idx = random_seed; + + switch(preset_type) + { + case 1: // running bond + { + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + break; + + case 2: // common flemish bond + { + odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + if(odd_row) + { + uv.x = (uv.x + 0.25f)*0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + gap_u *= 0.5f; + tile_edge_u *= 0.5f; + + if(uv.x > 0.375f) + tile_idx *= 13; + else if(uv.x > 0.75f) + tile_idx *= 17; + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + ((uv.x - 0.375f) > -gap_u) && ((uv.x - 0.375f) <= gap_u) || + ((uv.x - 0.75f) > -gap_u) && ((uv.x - 0.75f) <= gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + else + { + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + } + break; + + case 3: // english bond + { + odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + uv.x = uv.x*2.f - 0.5f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + { + gap_u *= 2.f; + tile_edge_u *= 2.f; + } + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + } + break; + + case 4: // 1/2 running bond + { + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.25f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 5: // stack bond + { + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 6: // fine running bond + { + odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + { + uv *= 2.f; + if(math::fmod(math::floor(uv.y), 2) > 0.f) + uv.x -= 0.5f; + } + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + { + gap_u *= 2.f; + gap_v *= 2.f; + tile_edge_u *= 2.f; + tile_edge_v *= 2.f; + } + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + case 7: // fine stack bond + { + odd_row = math::fmod(math::floor(uv.y), 2) > 0.f; + + if(odd_row) + uv *= 2.f; + + tile_idx *= int(math::floor(uv.y)*tiles_vertical_count + math::floor(uv.x)); + + uv -= math::floor(uv); + + if(odd_row) + { + gap_u *= 2.f; + gap_v *= 2.f; + tile_edge_u *= 2.f; + tile_edge_v *= 2.f; + } + + is_grout = + (uv.x < gap_u) || ((1.f - uv.x) < gap_u) || + (uv.y < gap_v) || ((1.f - uv.y) < gap_v); + + } + break; + + default: // checker + is_grout = (math::frac(uv.x) < 0.5f) == (math::frac(uv.y) < 0.5f); + break; + } + + // calculate tangential vectors for tile edges. + if(!is_grout) + { + if(preset_type == 2 && odd_row) // common flemish bond + { + if(uv.x < 0.375f) + { + if(uv.x < gap_u + tile_edge_u) + du = -(uv.x - gap_u)/tile_edge_u; + else if((0.375f - uv.x) < gap_u + tile_edge_u) + du = (0.375f - uv.x + gap_u)/tile_edge_u; + } + else if (uv.x < 0.75f) + { + if((uv.x - 0.375f) < gap_u + tile_edge_u) + du = -((uv.x - 0.375f) - gap_u)/tile_edge_u; + else if((0.75f - uv.x) < gap_u + tile_edge_u) + du = (0.75f - uv.x + gap_u)/tile_edge_u; + } + else + { + if((uv.x - 0.75f) < gap_u + tile_edge_u) + du = -((uv.x - 0.75f) - gap_u)/tile_edge_u; + else if((1.f - uv.x) < gap_u + tile_edge_u) + du = (1.f - uv.x + gap_u)/tile_edge_u; + } + } + else // everything else + { + if(uv.x < gap_u + tile_edge_u) + du = -(uv.x - gap_u)/tile_edge_u; + else if((1.f - uv.x) < gap_u + tile_edge_u) + du = (1.f - uv.x + gap_u)/tile_edge_u; + } + + if(uv.y < gap_v + tile_edge_v) + dv = -(uv.y - gap_v)/tile_edge_v; + else if((1.f - uv.y) < gap_v + tile_edge_v) + dv = (1.f - uv.y + gap_v)/tile_edge_v; + } + + int tile_idx_seed = rnd_next(tile_idx); + // float rnd = (rnd_value(tile_idx_seed) - 0.5f); + + // % holes + if(!is_grout) + is_grout = rnd_value(rnd_next(tile_idx_seed)) < grout_percent_holes*0.01f; + + if(is_grout) + { + return grout_color; + } + else + { + float3 tiles_normal = + state::texture_tangent_u(0) * du + + state::texture_tangent_v(0) * dv + + tiles_color * 1.f; + + return math::normalize(math::normalize(math::lerp(state::normal(), tiles_normal, bump_amount))); + } + +} \ No newline at end of file diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_materials.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_materials.mdl new file mode 100644 index 0000000000000000000000000000000000000000..aaac9d18ad3be8b6d242c3ebdc7945d1690895a5 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/ad_3dsmax_materials.mdl @@ -0,0 +1,740 @@ +// Copyright 2023 NVIDIA Corporation. All rights reserved. +// +// NVIDIA CORPORATION and its licensors retain all intellectual property +// and proprietary rights in and to this software, related documentation +// and any modifications thereto. Any use, reproduction, disclosure or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA CORPORATION is strictly prohibited. + +mdl 1.6; + +import ::anno::*; +import ::base::*; +import ::df::*; +import ::math::*; +import ::state::*; + +// 3dsmax Architectutal Material +export material ad_3dsmax_architectural( + float3 bumpMap = state::normal(), + float cutoutMap = 1., + color Diffuse = color(.5), + float displacementMap = 0., + uniform float ior = 1.5, + float luminance = 0., + float shininess = 1., // In the range [0..100], inverse of the roughness + float translucency = 0., + float transparency = 0. +) + = let +{ + bsdf diffuseLayer = df::diffuse_reflection_bsdf + ( + tint: Diffuse + ); + + bsdf reflectionLayer = df::simple_glossy_bsdf + ( + tint: color(1), + roughness_u: 1 - (shininess/100), + mode: df::scatter_reflect + ); + + bsdf translucentLayer = df::diffuse_transmission_bsdf + ( + tint: Diffuse + ); + + bsdf transparentLayer = df::simple_glossy_bsdf + ( + tint: color(1), + roughness_u: 0, + mode: df::scatter_transmit + ); + + bsdf transparentTranslucentMixer = df::weighted_layer + ( + weight: (translucency/100), + layer: translucentLayer, + base: transparentLayer + ); + + bsdf transparentDiffuseMixer = df::weighted_layer + ( + weight: (transparency/100), + layer: transparentTranslucentMixer, + base: diffuseLayer + ); + + bsdf glossyMixer = df::fresnel_layer + ( + ior: ior, + layer: reflectionLayer, + base: transparentDiffuseMixer + ); + + bsdf surface_bsdf = glossyMixer; +} +in material +( + ior: color(ior), + surface: material_surface + ( + scattering: surface_bsdf, + emission: material_emission + ( + emission: df::diffuse_edf(), + intensity: color(luminance), + mode: intensity_power + ) + ), + geometry: material_geometry + ( + cutout_opacity: cutoutMap, + normal: bumpMap, + displacement: displacementMap * state::normal() * state::scene_units_per_meter() + ) +); + +// 3dsmax Blend Material +export material ad_3dsmax_blend +( + material material1 = material() + [[ + anno::in_group("Blend parameters"), + anno::display_name("Material 1") + ]], + material material2 = material() + [[ + anno::in_group("Blend parameters"), + anno::display_name("Material 2") + ]], + float mixAmount = 0.f + [[ + anno::in_group("Blend parameters"), + anno::display_name("Mix amount"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool useCurve = false + [[ + anno::in_group("Blend parameters"), + anno::display_name("Use curve") + ]], + uniform float lower = 0.3f + [[ + anno::in_group("Blend parameters"), + anno::display_name("Lower"), + anno::hard_range(0.f, 1.f) + ]], + uniform float upper = .7f + [[ + anno::in_group("Blend parameters"), + anno::display_name("Upper"), + anno::hard_range(0.f, 1.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + float t = useCurve ? math::smoothstep(lower, upper, mixAmount) : math::smoothstep(0.f, 1.f, mixAmount); + float3 normal_mix = math::normalize(material1.geometry.normal*t + material2.geometry.normal*(1.f - t)); + + bsdf bsdf_mix = + df::normalized_mix + ( + components: df::bsdf_component[] + ( + df::bsdf_component + ( + weight: 1.f - t, + component: material1.surface.scattering + ), + df::bsdf_component + ( + weight: t, + component: material2.surface.scattering + ) + ) + ); +} +in material +( + ior : material1.ior, + surface : material_surface(scattering: bsdf_mix), + geometry : material_geometry + ( + normal : normal_mix + ) +); + + +// 3dsmax Double Sided Material +export material ad_3dsmax_double_sided( + material material1 = material(), + material material2 = material1 +)= material( + ior: material1.ior, + thin_walled: true, + geometry: material1.geometry, + volume: material1.volume, + surface: material1.surface, + backface: material2.surface +); + +// 3dsmax Physical Material +export material ad_3dsmax_physical_material +( + //====================================================================== + // Base Color + // + color base_color = color(.5) + [[ + anno::display_name("Color"), + anno::in_group("Base Color") + ]], + float base_weight = 1. + [[ + anno::display_name("Weight"), + anno::hard_range(0,1), + anno::in_group("Base Color") + ]], + float diff_roughness = 0. + [[ + anno::display_name("Roughness"), + anno::hard_range(0,1), + anno::in_group("Base Color") + ]], + // + //====================================================================== + + //====================================================================== + // Reflections + // + float reflectivity = 1. + [[ + anno::display_name("Reflectivity"), + anno::hard_range(0,1), + anno::in_group("Reflections") + ]], + color refl_color = color(1.) + [[ + anno::display_name("Color"), + anno::in_group("Reflections") + ]], + float roughness = 0. + [[ + anno::display_name("Roughness"), + anno::hard_range(0,1), + anno::in_group("Reflections") + ]], + uniform bool roughness_inv = false + [[ + anno::display_name("Inverse Roughness"), + anno::in_group("Reflections") + ]], + float metalness = 0. + [[ + anno::display_name("Metalness"), + anno::hard_range(0,1), + anno::in_group("Reflections") + ]], + uniform float trans_ior = 1.52 + [[ + anno::display_name("IOR"), + anno::hard_range(0.1,50), + anno::in_group("Reflections") + ]], + // + //====================================================================== + + //====================================================================== + // Transparency + // + float transparency = 0. + [[ + anno::display_name("Transparency"), + anno::hard_range(0,1), + anno::in_group("Transparency") + ]], + color trans_color = color(1.) + [[ + anno::display_name("Color"), + anno::in_group("Transparency") + ]], + float trans_depth = 1. + [[ + anno::display_name("Depth"), + anno::unused(), + anno::hidden(), + anno::in_group("Transparency") + ]], + float trans_roughness = 0. + [[ + anno::display_name("Roughness"), + anno::hard_range(0,1), + anno::in_group("Transparency") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin-walled"), + anno::in_group("Transparency") + ]], + uniform bool trans_roughness_inv = false + [[ + anno::display_name("Inverse Roughness"), + anno::in_group("Transparency") + ]], + uniform bool trans_roughness_lock = true + [[ + anno::display_name("Lock Roughness"), + anno::unused(), + anno::hidden(), + anno::in_group("Transparency") + ]], + // + //====================================================================== + + //====================================================================== + // Sub-surface scattering + // + uniform float scattering = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency") + ]], + uniform color sss_color = color(1.) + [[ + anno::display_name(""), + anno::in_group("Transparency") + ]], + uniform float sss_depth = 1. + [[ + anno::display_name(""), + anno::in_group("Transparency") + ]], + uniform float sss_scale = 1. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform color sss_scatter_color = color(1.) + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + // + //====================================================================== + + float anisotropy = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float anisoangle = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform float brdf_curve = 5. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform float brdf_high = 1. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform float brdf_low = 0.04 + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform bool brdf_mode = false + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float3 bump_map = state::normal() + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::hidden() + ]], + uniform float coat_affect_color = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform float coat_affect_roughness = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float3 coat_bump_map = state::normal() + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + color coat_color = color(1.) + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform float coat_ior = 1.5 + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float coat_roughness = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform bool coat_roughness_inv = false + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float coating = 1. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float cutout_map = 1. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float displacement = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + float emission = 0. + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + color emit_color = color(0.) + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]], + uniform int material_mode = 0 + [[ + anno::display_name(""), + anno::in_group("Transparency"), + anno::unused(), + anno::hidden() + ]] +) + = let +{ + //====================================================================== + // Base color + // + bsdf baseColor = df::diffuse_reflection_bsdf + ( + tint: base_color, + roughness: diff_roughness + ); + + bsdf diffuseLayer = df::weighted_layer + ( + weight: base_weight, + layer: baseColor, + base: df::diffuse_reflection_bsdf(tint:color(0)) + ); + // + //====================================================================== + + //====================================================================== + // Transparency + // + float transparencyRoughnessVal = trans_roughness_inv ? 1 - trans_roughness : trans_roughness; + + bsdf transparentLayer = df::simple_glossy_bsdf + ( + tint: trans_color, + roughness_u: transparencyRoughnessVal, + mode: df::scatter_transmit + ); + + bsdf transparentDiffuseMixer = df::weighted_layer + ( + weight: transparency, + layer: transparentLayer, + base: diffuseLayer + ); + // + //====================================================================== + + //====================================================================== + // Reflections Non Metal and Metal + // + float roughnessVal = roughness_inv ? 1 - roughness : roughness; + + bsdf reflections = df::simple_glossy_bsdf + ( + tint: refl_color, + roughness_u: roughnessVal, + mode: df::scatter_reflect + ); + + // Not reflective when roughness is 0 + // float reflectivityVal = (roughness == 0) ? 0 : reflectivity; + float reflectivityVal = reflectivity; + + bsdf reflectivity_layer = df::weighted_layer // Non-metal + ( + weight: reflectivityVal, + layer: reflections, + base: df::diffuse_reflection_bsdf(tint:color(1)) + ); + + bsdf reflectionLayerNonMetal = df::fresnel_layer + ( + ior: trans_ior, + layer: reflectivity_layer, + base: transparentDiffuseMixer + ); + + bsdf reflectionLayerMetal = df::fresnel_layer + ( + ior: trans_ior, + layer: reflectivity_layer, + base: diffuseLayer + ); + + // Metalness value. + // It mixes two shading modes. + // At 0, a non-metal diffuse model is used where the Base Color is taken as the diffuse color, with reflections added on top, with sub-surface scattering and transparency. + // At 1, a solely reflective metallic surface is rendered, reflecting the Base Color for facing angles, and the Reflection color (typically white) at the edges. + bsdf reflectionLayer = df::weighted_layer + ( + weight: metalness, + layer: reflectionLayerMetal, + base: reflectionLayerNonMetal + ); + // + //====================================================================== + + //====================================================================== + // Sub-surface scattering + // + float sss_scattering = scattering * (1 - transparency); // Ensure sss_scattering + transparency <= 1 + + material_volume materialVolume = material_volume( + scattering_coefficient: (sss_depth <= 0) ? color(0) : - math::log(color(1 - sss_scattering)) / sss_depth, + absorption_coefficient: (sss_depth <= 0) ? color(0) : - math::log(sss_color) / sss_depth + ); + // + //====================================================================== + + bsdf surface_bsdf = reflectionLayer; +} +in material +( + ior: color(trans_ior), + thin_walled: thin_walled, + surface: material_surface + ( + scattering: surface_bsdf + ), + volume: materialVolume, + geometry: material_geometry + ( + normal: bump_map + ) +); + +// 3dsmax Standard Material +export material ad_3dsmax_std_material( + color Diffuse = color(.9), + uniform bool dsLock = false + [[ + anno::unused() + ]], + color FilterColor = color(1.0) + [[ + anno::unused() + ]], + float glossiness = .9 + [[ + anno::unused() + ]], + uniform float ior = 1.5, + uniform float opacity = 1.0 + [[ + anno::unused() + ]], + uniform float opacityFallOff = 0. + [[ + anno::unused() + ]], + uniform int opacityFallOffType = 0 + [[ + anno::unused() + ]], + uniform int opacityType = 0 + [[ + anno::unused() + ]], + color selfIllumColor = color(0.) + [[ + anno::unused() + ]], + uniform float selfIllumAmount = 1. + [[ + anno::unused() + ]], + uniform int shaderType = 0 + [[ + anno::unused() + ]], + color Specular = color(1.) + [[ + anno::unused() + ]], + uniform float specularLevel = 1. + [[ + anno::unused() + ]], + float3 bump = state::normal() +) = material( + ior: color(ior), + surface: material_surface( + scattering: df::diffuse_reflection_bsdf(tint: Diffuse) + ), + geometry: material_geometry( + normal: bump + ) +); + +// 3dsmax Top/Bottom Material +export material ad_3dsmax_top_bottom +( + material top_material = material() + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Top material") + ]], + material bottom_material = top_material + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Bottom material") + ]], + uniform bool use_top_material = true + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Use top material") + ]], + uniform bool use_bottom_material = true + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Use bottom material") + ]], + uniform float blend = 0.f + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Blend"), + anno::hard_range(0.f, 100.f) + ]], + uniform float position = 50.f + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Position"), + anno::hard_range(0.f, 100.f), + anno::unused(), + anno::hidden() + ]], + uniform int coordinates = 0 + [[ + anno::in_group("Top/Bottom Parameters"), + anno::display_name("Coordinates"), + anno::hard_range(0, 1), + anno::unused(), + anno::hidden() + ]] +) += let +{ + float t = blend*0.01f; + + float3 normal_mix = math::normalize + ( + (use_top_material ? top_material.geometry.normal : state::normal())*t + + (use_bottom_material ? bottom_material.geometry.normal : state::normal())*(1.f - t) + ); + + bsdf bsdf_mix = + df::normalized_mix + ( + components: df::bsdf_component[] + ( + df::bsdf_component + ( + weight: 1.f - t, + component: use_top_material ? top_material.surface.scattering : bsdf() + ), + df::bsdf_component + ( + weight: t, + component: use_bottom_material ? bottom_material.surface.scattering : bsdf() + ) + ) + ); +} +in material +( + ior : use_top_material ? top_material.ior : color(1.f), + surface : material_surface(scattering: bsdf_mix), + geometry : material_geometry + ( + normal : normal_mix + ) +); + diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_maps.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_maps.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bb998de737e52ead3f83feae53df9cf6a2f1a2cc --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_maps.mdl @@ -0,0 +1,943 @@ +// Copyright 2023 NVIDIA Corporation. All rights reserved. +// +// NVIDIA CORPORATION and its licensors retain all intellectual property +// and proprietary rights in and to this software, related documentation +// and any modifications thereto. Any use, reproduction, disclosure or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA CORPORATION is strictly prohibited. + +mdl 1.6; + +import ::anno::*; +import ::base::*; +import ::math::*; +import ::state::*; +import ::tex::*; + +export using ::base import texture_return; + +// Returns the normal n in tangent space, given n is in internal space. +float3 transform_internal_to_tangent(float3 n) +{ + return + n.x * float3(state::texture_tangent_u(0).x, state::texture_tangent_v(0).x, state::normal().x) + + n.y * float3(state::texture_tangent_u(0).y, state::texture_tangent_v(0).y, state::normal().y) + + n.z * float3(state::texture_tangent_u(0).z, state::texture_tangent_v(0).z, state::normal().z); +} + +// 3dsmax Bitmap Transformation Matrix +uniform float4x4 max_rotation_translation_scale +( + uniform float3 rotation = float3(0.) + [[ anno::description("Rotation applied to every UVW coordinate") ]], + uniform float3 translation = float3(0.) + [[ anno::description("Offset applied to every UVW coordinate") ]], + uniform float3 scaling = float3(1.) + [[ anno::description("Scale applied to every UVW coordinate") ]], + uniform bool u_mirror = false + [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]], + uniform bool v_mirror = false + [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]] +) +[[ + anno::description("Construct transformation matrix from Euler rotation, translation and scale") +]] +{ + float4x4 scale = + float4x4(u_mirror?scaling.x*2.:scaling.x , 0. , 0. , 0., + 0. , v_mirror?scaling.y*2.:scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + u_mirror?1.:.5 , v_mirror?1.:.5 , .5 , 1.); + + float4x4 translate = + float4x4(1. , 0. , 0. , 0., + 0. , 1. , 0. , 0., + 0. , 0. , 1. , 0., + -0.5-translation.x, -0.5-translation.y, -0.5-translation.z, 1.); + + + // Euler rotation matrix xyz order + float3 s = math::sin(rotation); + float3 c = math::cos(rotation); + float4x4 rotate = + float4x4( c.y*c.z , c.y*s.z , -s.y , 0.0, + -c.x*s.z + s.x*s.y*c.z, c.x*c.z + s.x*s.y*s.z , s.x*c.y , 0.0, + s.x*s.z + c.x*s.y*c.z , -s.x*c.z + c.x*s.y*s.z, c.x*c.y , 0.0, + 0. , 0. , 0. , 1.); + return scale *rotate*translate; +} + +export enum vray_color_mode +[[ + anno::hidden() +]] +{ + mode_color, + mode_temperature +}; + +export enum vray_color_primaries +[[ + anno::hidden() +]] +{ + primaries_none, + primaries_sRGB, + primaries_ACEScg +}; + +export enum vray_bitmap_primaries +[[ + anno::hidden() +]] +{ + bm_primaries_default, + bm_primaries_sRGB, + bm_primaries_ACEScg, + bm_primaries_raw +}; + +export enum vray_rgb_output +[[ + anno::hidden() +]] +{ + rgb_output_rgb_color, + rgb_output_alpha_as_grey, + rgb_output_intensity_as_grey +}; + +export enum vray_mono_output +[[ + anno::hidden() +]] +{ + mono_output_rgb_intensity, + mono_output_alpha +}; + +export enum vray_alpha_source +[[ + anno::hidden() +]] +{ + alpha_source_image_alpha, + alpha_source_intensity, + alpha_source_opaque +}; + +// VRayBitmap map +export texture_return VRayBitmap +( + // UVW Coordinates + uniform int mapChannel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform bool U_Tile=true //it is actually an error if both mirror and tile are true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile") + ]], + uniform bool U_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile") + ]], + uniform bool V_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle") + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused(), + anno::hidden() + ]], + + // Bitmap + uniform texture_2d filename = texture_2d() + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bitmap") + ]], + uniform float multiplier = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Overall multiplier") + ]], + uniform vray_rgb_output rgb_output = rgb_output_rgb_color + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("RGB output") + ]], + uniform vray_mono_output mono_output = mono_output_rgb_intensity + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Mono output") + ]], + uniform vray_alpha_source alpha_source = alpha_source_image_alpha + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Alpha source") + ]], + uniform vray_bitmap_primaries rgb_primaries = bm_primaries_raw + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("RGB primaries"), + anno::unused(), + anno::hidden() + ]], + uniform bool crop_enable = false + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Crop") + ]], + uniform float crop_u = 0.f //u+w and v+h are always <=1.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("U Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_w = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("W Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_v = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("V Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_h = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("H Crop"), + anno::hard_range(0.f, 1.f) + ]], + + // Output + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump amount"), + anno::unused(), + anno::hidden() + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused(), + anno::hidden() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB intensity"), + anno::unused(), + anno::hidden() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output amount") + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB level") + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + uniform float clip_u = crop_enable ? crop_u : 0.f; + uniform float clip_w = crop_enable ? crop_w : 1.f; + uniform float clip_v = crop_enable ? crop_v : 0.f; + uniform float clip_h = crop_enable ? crop_h : 1.f; + + texture_return bitmap_sample = base::file_texture + ( + texture : filename, + mono_source : (alpha_source == alpha_source_image_alpha) ? base::mono_alpha : base::mono_average, + crop_u : float2(clip_u, clip_w + clip_u), + crop_v : float2(1.f - clip_v - clip_h, 1.f - clip_v), + uvw : base::transform_coordinate + ( + transform : max_rotation_translation_scale + ( + scaling : float3(U_Tiling, V_Tiling, 1.f), + rotation : float3(U_angle, V_angle, W_angle)/180.f*math::PI , + translation : float3(U_Offset, V_Offset, 0.f), u_mirror : U_Mirror, v_mirror : V_Mirror + ), + coordinate : base::coordinate_source(texture_space: mapChannel-1) + ), + wrap_u : U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + wrap_v : V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip + ); + + bitmap_sample.tint = invert ? + bitmap_sample.tint * (-rgb_level * output_amount * multiplier ) + (1.f - rgb_offset) : + bitmap_sample.tint * (rgb_level * output_amount * multiplier) + rgb_offset; + + float alpha = (alpha_source != alpha_source_opaque) ? bitmap_sample.mono : 1.f; + bitmap_sample.tint = bitmap_sample.tint*alpha; + + // determinate mono output + if(mono_output == mono_output_alpha) + bitmap_sample.mono = alpha; + else + bitmap_sample.mono = math::average(bitmap_sample.tint); + + // determinate rgb output + if(rgb_output == rgb_output_alpha_as_grey) + bitmap_sample.tint = color(alpha); + else if(rgb_output == rgb_output_intensity_as_grey) + bitmap_sample.tint = color(math::average(bitmap_sample.tint)); + + return bitmap_sample; +} +// VRayBitmap Map for Bump +export float3 VRayBitmap_bump +( + // UVW Coordinates + uniform int mapChannel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel") + ]], + uniform bool U_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tile") + ]], + uniform bool U_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("U Mirror") + ]], + uniform bool V_Tile=true + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tile") + ]], + uniform bool V_Mirror=false + [[ + anno::in_group("Coordinates"), + anno::display_name("V Mirror") + ]], + uniform float U_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Angle") + ]], + uniform float V_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Angle") + ]], + uniform float W_angle = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("W Angle") + ]], + uniform float U_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Offset") + ]], + uniform float V_Offset = 0.f + [[ + anno::in_group("Coordinates"), + anno::display_name("V Offset") + ]], + uniform float U_Tiling = 1.f + [[ + anno::in_group("Coordinates"), + anno::display_name("U Tiling") + ]], + uniform float V_Tiling = 1. + [[ + anno::in_group("Coordinates"), + anno::display_name("V Tiling") + ]], + uniform int UVW_Type = 0 //enum? + [[ + anno::in_group("Coordinates"), + anno::display_name("UVW Type"), + anno::unused() + ]], + + // Bitmap + uniform texture_2d filename = texture_2d() + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bitmap") + ]], + uniform bool crop_enable = false + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Crop") + ]], + uniform float crop_u = 0.f //u+w and v+h are always <=1.0 + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("U Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_w = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("W Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_v = 0.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("V Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float crop_h = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("H Crop"), + anno::hard_range(0.f, 1.f) + ]], + uniform float factor = 1.f + [[ + anno::in_group("Bitmap parameters"), + anno::display_name("Bump amount") + ]], + + // Output + uniform float bump_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Bump output") + ]], + uniform bool clamp = false + [[ + anno::in_group("Output"), + anno::display_name("Clamp"), + anno::unused() + ]], + uniform bool invert = false + [[ + anno::in_group("Output"), + anno::display_name("Invert") + ]], + uniform bool alphaFromRGB = false + [[ + anno::in_group("Output"), + anno::display_name("Alpha from RGB intensity"), + anno::unused() + ]], + uniform float output_amount = 1.f + [[ + anno::in_group("Output"), + anno::display_name("Output amount"), + anno::unused() + ]], + uniform float rgb_level = 1.f + [[ + anno::in_group("Output"), + anno::display_name("RGB level"), + anno::unused() + ]], + uniform float rgb_offset = 0.f + [[ + anno::in_group("Output"), + anno::display_name("RGB Offset"), + anno::unused() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + uniform float clip_u = crop_enable ? crop_u : 0.f; + uniform float clip_w = crop_enable ? crop_w : 1.f; + uniform float clip_v = crop_enable ? crop_v : 0.f; + uniform float clip_h = crop_enable ? crop_h : 1.f; + + return base::file_bump_texture + ( + texture : filename, + crop_u : float2(clip_u, clip_w + clip_u), + crop_v : float2(1.f - clip_v - clip_h, 1.f - clip_v), + uvw : base::transform_coordinate + ( + transform : max_rotation_translation_scale + ( + scaling : float3(U_Tiling, V_Tiling, 1.f), + rotation : float3(U_angle, V_angle,W_angle)/(180.*math::PI), + translation : float3(U_Offset, V_Offset, 0.f), u_mirror : U_Mirror, v_mirror : V_Mirror + ), + coordinate : base::coordinate_source(texture_space: mapChannel - 1) + ), + wrap_u : U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + wrap_v : V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip, + factor : invert ? -10.f*factor*bump_amount : 10.f*factor*bump_amount + ); +} + +// VRayBump2Normal Map for Bump +export enum vray_bump2normal_mode +[[ + anno::hidden() +]] +{ + b2n_tangent_space, + b2n_local_XYZ, + b2n_screen_space, + b2n_world_space +}; + +export texture_return VRayBump2Normal +( + float3 bump_map = state::normal() + [[ + anno::in_group("Parameters"), + anno::display_name("Bump map") + ]], + uniform float bump_map_mult = 100.f + [[ + anno::in_group("Parameters"), + anno::display_name("Bump map multiplier"), + anno::hard_range(0.f, 100.f) + ]], + uniform vray_bump2normal_mode mode = b2n_tangent_space + [[ + anno::in_group("Parameters"), + anno::display_name("Mode"), + anno::unused(), + anno::hidden() + ]], + uniform int map_channel=1 + [[ + anno::in_group("Coordinates"), + anno::display_name("Map channel"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + texture_return normal_tex; + + float3 normal_tangent_space = + transform_internal_to_tangent(math::normalize(state::normal() + (bump_map - state::normal())*(bump_map_mult*0.01f))); + + normal_tex.tint = color( (normal_tangent_space + float3(1.f))*0.5f ); + normal_tex.mono = 1.f; + return normal_tex; +} + +// VRayColor Map +export texture_return VRayColor +( + uniform vray_color_mode color_mode = mode_color + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Color mode") + ]], + uniform float temperature = 6500.f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Temperature"), + anno::hard_range(350.f, 1000000000.f) + ]], + uniform float red = 0.5f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Red"), + anno::soft_range(0.f, 1.f) + ]], + uniform float green = 0.5f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Green"), + anno::soft_range(0.f, 1.f) + ]], + uniform float blue = 0.5f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Blue"), + anno::soft_range(0.f, 1.f) + ]], + uniform float rgb_multiplier = 1.f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("RGB Multiplier") + ]], + uniform float alpha = 1.f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Alpha"), + anno::hard_range(0.f, 1.f) + ]], + uniform float color_gamma = 1.0f + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("Color gamma"), + anno::hard_range(0.05f, 20.f) + ]], + uniform vray_color_primaries rgb_primaries = primaries_none + [[ + anno::in_group("VRayColor Parameters"), + anno::display_name("RGB primaries"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 rgb(red, green, blue); + + // using temperature?. Then convert from Kelvin to RGB + if(color_mode == mode_temperature) + { + float k = temperature*0.01f; + + // red + if (temperature < 6600.f) + { + rgb.x = 1.f; + } + else + { + float r = k - 55.f; + r = (351.9769f + 0.1142f * r - 40.2537f * math::log(r))/255.f; + rgb.x = math::clamp(r, 0.f, 1.f); + } + + // green + if (temperature < 6600.f) + { + float g = k - 2.f; + g = (-155.2549f - 0.4460f * g + 104.4922f * math::log(g))/255.f; + rgb.y = math::clamp(g, 0.f, 1.f); + + } + else + { + float g = k - 50.f; + g = (325.4494f + 0.0794f * g - 28.0853f * math::log(g))/255.f; + rgb.y = math::clamp(g, 0.f, 1.f); + } + + // blue + if (temperature >= 6600.f) + { + rgb.z = 1.f; + } + else if (temperature <= 2000.f) + { + rgb.z = 0.f; + } + else + { + float b = k - 10.f; + b = (-254.7694f + 0.8274f * blue + 115.6799f * math::log(b))/255.f; + rgb.z = math::clamp(b, 0.f, 1.f); + } + } + + // apply gamma + if(color_gamma != 1.f) + rgb = math::pow(rgb, 1.f/color_gamma); + + // apply multiplier + rgb *= rgb_multiplier; + + // fix ranges and return + rgb = math::clamp(rgb, 0.f, 1.f); + return texture_return(color(rgb), alpha); +} + +// VRayColor Map for Bump +export float3 VRayColor_bump +( +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return state::normal(); +} + +// VRayColor2Bump Map for Bump +export float3 VRayColor2Bump_bump +( + float3 map = state::normal() + [[ + anno::in_group("Parameters"), + anno::display_name("Bump map") + ]], + uniform float height = 2.0f + [[ + anno::in_group("Parameters"), + anno::display_name("Height"), + anno::unused(), + anno::hidden() + ]], + uniform float bump_delta_scale = 1.0f + [[ + anno::in_group("Parameters"), + anno::display_name("Bump delta scale"), + anno::unused(), + anno::hidden(), + anno::hard_range(0.f, 1.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return map; +} + +// VRay Dirt Map +export texture_return VRayDirt +( + float radius = 10.f + [[ + anno::in_group("VRayDirt Parameters"), + anno::display_name("Radius"), + anno::unused(), + anno::hidden() + ]], + color occluded_color = color(0.f) + [[ + anno::in_group("VRayDirt Parameters"), + anno::display_name("Occluded color"), + anno::unused(), + anno::hidden() + ]], + color unoccluded_color = color(1.f) + [[ + anno::in_group("VRayDirt Parameters"), + anno::display_name("Unoccluded color") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return texture_return(unoccluded_color, 1.f); +} + +// VRay Edges Tex Map +export texture_return VRayEdgesTex +( + color edges_color = color(1.f) + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Color") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return texture_return(edges_color, 1.f); +} + +// VRay Edges Tex Map for bump +export float3 VRayEdgesTex_bump +( + color edges_color = color(1.f) + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Color"), + anno::unused(), + anno::hidden() + ]], + uniform float radius = 0.1f + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Radius"), + anno::hard_range(0.f, 100.f) + + ]], + uniform bool same_object_only = true + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Consider same object only") + ]], + uniform int corners_mode = 0 + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Corners"), + anno::unused(), + anno::hidden() + ]], + float multiplier = 1.f + [[ + anno::in_group("VRayEdgesTex params"), + anno::display_name("Multiplier"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + return state::rounded_corner_normal(radius*state::meters_per_scene_unit(), !same_object_only); +} + +// VRay Normap Map for bump +export float3 VRayNormalMap_bump +( + texture_return normal_map = texture_return() + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Normal map") + ]], + float3 bump_map = state::normal() + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Bump map") + ]], + uniform float normal_amount = 1.f + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Normal amount"), + anno::hard_range(-1000.f, 1000.f) + ]], + uniform float bump_amount = 1.f + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Bump amount"), + anno::hard_range(-1000.f, 1000.f) + ]], + uniform bool flip_red = false + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Flip red") + ]], + uniform bool flip_green = false + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Flip green") + ]], + uniform bool swap_rg = false + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Swap red and green") + ]], + uniform int map_channel = 1 + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Map channel"), + anno::hidden(), + anno::unused() + ]], + uniform float map_rotation = 0.f + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Map rotation"), + anno::hard_range(0.f, 360.f), + anno::hidden(), + anno::unused() + ]], + uniform float normal_map_amount = 1.0f + [[ + anno::in_group("VRayNormalMap Parameters"), + anno::display_name("Map amount"), + anno::hard_range(-10.f, 10.f) + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] +{ + float3 tangent_space_normal = float3(normal_map.tint); + + if(flip_red) + tangent_space_normal.x = 1.f - tangent_space_normal.x; + + if(flip_green) + tangent_space_normal.y = 1.f - tangent_space_normal.y; + + if(swap_rg) + { + float tmp = tangent_space_normal.x; + tangent_space_normal.x = tangent_space_normal.y; + tangent_space_normal.y = tmp; + } + + float normal_factor = normal_amount*(normal_map_amount); + tangent_space_normal = (tangent_space_normal - float3(0.5f))*(2.f*normal_factor); + + float3 mapped_normal = math::normalize( + state::texture_tangent_u(0) * tangent_space_normal.x + + state::texture_tangent_v(0) * tangent_space_normal.y + + state::normal() * (tangent_space_normal.z + (1.f - normal_factor))); + + float3 bumped_normal = math::normalize(math::lerp(state::normal(), bump_map, bump_amount*normal_map_amount)); + + return math::normalize(mapped_normal + bumped_normal); +} diff --git a/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_materials.mdl b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_materials.mdl new file mode 100644 index 0000000000000000000000000000000000000000..675352a72d64f7202b476d08e87ac34f5e8f34b6 --- /dev/null +++ b/Lightwheel_Kitchen/InteractiveAsset/SM_P_Flavour_02/Collected_SM_P_Flavour_02/Props/Materials/templates/vray_materials.mdl @@ -0,0 +1,1723 @@ +// Copyright 2023 NVIDIA Corporation. All rights reserved. +// +// NVIDIA CORPORATION and its licensors retain all intellectual property +// and proprietary rights in and to this software, related documentation +// and any modifications thereto. Any use, reproduction, disclosure or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA CORPORATION is strictly prohibited. + +mdl 1.6; + +import ::anno::*; +import ::df::*; +import ::df::color_weighted_layer; +import ::math::*; +import ::state::*; + +// VRay 2-Sided Material +export material VRay2SidedMtl +( + material frontMtl = material() + [[ + anno::in_group("Parameters"), + anno::display_name("Front material") + ]], + material backMtl = frontMtl + [[ + anno::in_group("Parameters"), + anno::display_name("Back material") + ]], + uniform bool use_backMtl = false + [[ + anno::in_group("Parameters"), + anno::display_name("Use back material") + ]], + color translucency = color(.5f) + [[ + anno::in_group("Basic parameters"), + anno::display_name("Translucency") + ]], + color front_tint = color(1.f) + [[ + anno::in_group("Parameters"), + anno::display_name("Front tint"), + anno::hidden() + ]], + color back_tint = color(1.f) + [[ + anno::in_group("Parameters"), + anno::display_name("Back tint"), + anno::hidden() + ]], + uniform bool multiply_by_front_diffuse = false + [[ + anno::in_group("Basic parameters"), + anno::display_name("Multiply by front diffuse"), + anno::unused(), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + bsdf transmission_bsdf = + df::diffuse_transmission_bsdf(tint: (front_tint + back_tint)*0.5f); + + + bsdf front_bsdf = + df::color_weighted_layer + ( + weight : translucency, + layer : transmission_bsdf, + base : frontMtl.surface.scattering + ); + + bsdf back_bsdf = + df::color_weighted_layer + ( + weight : translucency, + layer : transmission_bsdf, + base : backMtl.surface.scattering + ); + +} +in material +( + ior: frontMtl.ior, + thin_walled: true, + geometry: frontMtl.geometry, + volume: frontMtl.volume, + surface: material_surface(scattering: front_bsdf), + backface: material_surface(scattering: use_backMtl ? back_bsdf : front_bsdf) +); + +// VRay Blend - Default clear material for unused coat slots +export material clear_material() += material +( + ior : color(1.0), + surface : material_surface(df::specular_bsdf(mode: df::scatter_transmit)), + geometry: material_geometry(cutout_opacity: 0.0) +); + +// VRay Blend Material +export material VRayBlendMtl( + material base_mtl = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("Base material") + ]], + + uniform bool enabled1 = false + [[ + anno::in_group("Parameters"), + anno::display_name("1: Enable") + ]], + material coat_mtl1 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("1: Coat material") + ]], + color blend_amount1 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("1: Blend amount") + ]], + + uniform bool enabled2 = false + [[ + anno::in_group("Parameters"), + anno::display_name("2: Enable") + ]], + material coat_mtl2 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("2: Coat material") + ]], + color blend_amount2 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("2: Blend amount") + ]], + + uniform bool enabled3 = false + [[ + anno::in_group("Parameters"), + anno::display_name("3: Enable") + ]], + material coat_mtl3 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("3: Coat material") + ]], + color blend_amount3 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("3: Blend amount") + ]], + + uniform bool enabled4 = false + [[ + anno::in_group("Parameters"), + anno::display_name("4: Enable") + ]], + material coat_mtl4 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("4: Coat material") + ]], + color blend_amount4 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("4: Blend amount") + ]], + + uniform bool enabled5 = false + [[ + anno::in_group("Parameters"), + anno::display_name("5: Enable") + ]], + material coat_mtl5 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("5: Coat material") + ]], + color blend_amount5 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("5: Blend amount") + ]], + + uniform bool enabled6 = false + [[ + anno::in_group("Parameters"), + anno::display_name("6: Enable") + ]], + material coat_mtl6 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("6: Coat material") + ]], + color blend_amount6 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("6: Blend amount") + ]], + + uniform bool enabled7 = false + [[ + anno::in_group("Parameters"), + anno::display_name("7: Enable") + ]], + material coat_mtl7 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("7: Coat material") + ]], + color blend_amount7 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("7: Blend amount") + ]], + + uniform bool enabled8 = false + [[ + anno::in_group("Parameters"), + anno::display_name("8: Enable") + ]], + material coat_mtl8 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("8: Coat material") + ]], + color blend_amount8 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("8: Blend amount") + ]], + + uniform bool enabled9 = false + [[ + anno::in_group("Parameters"), + anno::display_name("9: Enable") + ]], + material coat_mtl9 = clear_material() + [[ + anno::in_group("Parameters"), + anno::display_name("9: Coat material") + ]], + color blend_amount9 = color(.5) + [[ + anno::in_group("Parameters"), + anno::display_name("9: Blend amount") + ]], + + uniform bool additive = false + [[ + anno::in_group("Parameters"), + anno::display_name("Additive mode") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + color white(1.0); + color black(0.0); + + bsdf additive_bsdf = + df::color_normalized_mix + ( + components: df::color_bsdf_component[] + ( + df::color_bsdf_component + ( + weight: white, + component: base_mtl.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled1 ? blend_amount1 * coat_mtl1.geometry.cutout_opacity : black, + component: coat_mtl1.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled2 ? blend_amount2 * coat_mtl2.geometry.cutout_opacity : black, + component: coat_mtl2.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled3 ? blend_amount3 * coat_mtl3.geometry.cutout_opacity : black, + component: coat_mtl3.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled4 ? blend_amount4 * coat_mtl4.geometry.cutout_opacity : black, + component: coat_mtl4.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled5 ? blend_amount5 * coat_mtl5.geometry.cutout_opacity : black, + component: coat_mtl5.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled6 ? blend_amount6 * coat_mtl6.geometry.cutout_opacity : black, + component: coat_mtl6.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled7 ? blend_amount7 * coat_mtl7.geometry.cutout_opacity : black, + component: coat_mtl7.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled8 ? blend_amount8 * coat_mtl8.geometry.cutout_opacity : black, + component: coat_mtl8.surface.scattering + ), + df::color_bsdf_component + ( + weight: enabled9 ? blend_amount9 * coat_mtl9.geometry.cutout_opacity : black, + component: coat_mtl9.surface.scattering + ) + ) + ); + + bsdf blend_bsdf = + df::color_weighted_layer + ( + weight: enabled9 ? blend_amount9 * coat_mtl9.geometry.cutout_opacity : black, + layer: coat_mtl9.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled8 ? blend_amount8 * coat_mtl8.geometry.cutout_opacity : black, + layer: coat_mtl8.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled7 ? blend_amount7 * coat_mtl7.geometry.cutout_opacity : black, + layer: coat_mtl7.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled6 ? blend_amount6 * coat_mtl6.geometry.cutout_opacity : black, + layer: coat_mtl6.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled5 ? blend_amount5 * coat_mtl5.geometry.cutout_opacity : black, + layer: coat_mtl5.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled4 ? blend_amount4 * coat_mtl4.geometry.cutout_opacity : black, + layer: coat_mtl4.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled3 ? blend_amount3 * coat_mtl3.geometry.cutout_opacity : black, + layer: coat_mtl3.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled2 ? blend_amount2 * coat_mtl2.geometry.cutout_opacity : black, + layer: coat_mtl2.surface.scattering, + base: df::color_weighted_layer + ( + weight: enabled1 ? blend_amount1 * coat_mtl1.geometry.cutout_opacity : black, + layer: coat_mtl1.surface.scattering, + base: base_mtl.surface.scattering + ) + ) + ) + ) + ) + ) + ) + ) + ); + + bsdf surface_bsdf = additive ? additive_bsdf : blend_bsdf; + +} in material +( + ior : base_mtl.ior, + surface : material_surface(scattering: surface_bsdf) +); + +// VRay Car Paint + +// constants for numerical fitted curve to observed flake noise density behavior +// 1. no jitter, maximum flake diameter +const float4 ABCD = float4(-26.19771808f, 26.39663835f, 85.53857017f, -102.35069432f); +const float2 EF = float2(-101.42634862f, 118.45082288f); +// 2. jitter scale of 0.5f, maximum flake diameter +const float4 ABCD_J = float4(-0.87962159f, 0.91006603f, 0.76088203f, -0.24953308f); +const float2 EF_J = float2(-3.11456809f, 2.63430594f); + +// +// flake noise utilities +// +int hash(int seed, int i) +{ + return (i ^ seed) * 1075385539; +} + +int rnd_init(int3 pos) +{ + return hash(hash(hash(0, pos.x), pos.y), pos.z); +} + +int rnd_next(int seed) +{ + // xorshift32 using signed int + seed ^= seed << 13; + seed ^= seed >>> 17; + seed ^= seed << 5; + return seed; +} + +float rnd_value(int seed) +{ + return math::abs(float(seed) * 4.6566e-10f); +} + +struct flake_noise_value +{ + // flake priority (in [0..1], 0: no flake, flakes with higher priority shadow flakes "below" them) + float priority; + + // current pseudo random number generator seed + int rnd_seed; +}; + +// apply random rotation (using "Fast Random Rotation Matrices" by James Arvo) +float3 rotate_pos(float3 pos, float3 xi) +{ + float theta = math::PI * 2.0f * xi.x; + float phi = math::PI * 2.0f * xi.y; + float z = xi.z * 2.0f; + + float r = math::sqrt(z); + float[2] sp_cp = math::sincos(phi); + float Vx = sp_cp[0] * r; + float Vy = sp_cp[1] * r; + float Vz = math::sqrt(2.0f - z); + + float[2] st_ct = math::sincos(theta); + float Sx = Vx * st_ct[1] - Vy * st_ct[0]; + float Sy = Vx * st_ct[0] + Vy * st_ct[1]; + + float3x3 M( + Vx * Sx - st_ct[1], Vx * Sy - st_ct[0], Vx * Vz, + Vy * Sx + st_ct[0], Vy * Sy - st_ct[1], Vy * Vz, + Vz * Sx, Vz * Sy, 1.0f - z); + + return M * pos; +} + +// create a flake normal by importance sampling the Beckmann distribution with given roughness +float3 flake_normal +( + flake_noise_value val, + float spread +) +{ + if (val.priority <= 0.0f) + return state::normal(); + + int seed0 = rnd_next(val.rnd_seed); + float xi0 = rnd_value(seed0); + float xi1 = rnd_value(rnd_next(seed0)); + + float phi = math::PI * 2.0f * xi0; + + float roughness = spread * spread; + + float tantheta = math::sqrt(-roughness * roughness * math::log(1.0f - xi1)); + float sintheta = tantheta / math::sqrt(1.0f + tantheta * tantheta); + float costheta = math::sqrt(1.0f - sintheta * sintheta); + + float[2] scphi = math::sincos(phi); + return + state::texture_tangent_u(0) * scphi[1] * sintheta + + state::texture_tangent_v(0) * scphi[0] * sintheta + + state::normal() * costheta; +} + +// compute a flake probability for a given flake coverage density x +float density_to_probability +( + float4 abcd, + float2 ef, + float x +) +{ + float xx = x * x; + return (abcd.x * xx + abcd.y * x) / (abcd.z * xx * x + abcd.w * xx + ef.x * x + ef.y); +} + +// Flake noise function with controllable regularity, flake size, and probability +flake_noise_value flake_noise +( + float3 pos, + float jitter_scale = 1.0f, + float flake_diameter = 0.75f, + float flake_probability = 1.0f, + int seed_offset = 1 +) +{ + float3 base_pos = math::floor(pos); + int3 base_pos_i = int3(base_pos); + + // limit the flake size to the allowed maximum (such that looking at all neighbors is sufficient) + flake_diameter = math::min(flake_diameter, (3.f - 0.5f * jitter_scale) / math::sqrt(3.0f)); + + flake_noise_value val(0.0f, 0); + + for (int i = -1; i < 2; ++i) + { + for (int j = -1; j < 2; ++j) + { + for (int k = -1; k < 2; ++k) + { + int seed = rnd_init((base_pos_i + int3(i, j, k)) + seed_offset); + + seed = rnd_next(seed); + if (rnd_value(seed) > flake_probability) + continue; + + seed = rnd_next(seed); + float priority = rnd_value(seed); + if (priority < val.priority) + continue; + + float3 flake_pos = base_pos + float3(i, j, k) + float3(0.5f); + + if (jitter_scale > 0.0f) + { + seed = rnd_next(seed); + flake_pos.x += (rnd_value(seed) - 0.5f) * jitter_scale; + seed = rnd_next(seed); + flake_pos.y += (rnd_value(seed) - 0.5f) * jitter_scale; + seed = rnd_next(seed); + flake_pos.z += (rnd_value(seed) - 0.5f) * jitter_scale; + } + + float3 p = pos - flake_pos; + if (math::dot(p, p) >= flake_diameter * flake_diameter * 4.0f) + continue; + + float3 xi_rot; + seed = rnd_next(seed); + xi_rot.x = rnd_value(seed); + seed = rnd_next(seed); + xi_rot.y = rnd_value(seed); + seed = rnd_next(seed); + xi_rot.z = rnd_value(seed); + p = rotate_pos(p, xi_rot); + + if (math::abs(p.x) <= flake_diameter && + math::abs(p.y) <= flake_diameter && + math::abs(p.z) <= flake_diameter) + { + val.priority = priority; + val.rnd_seed = seed; + } + } + } + } + + return val; +} + +// Statistically controlled (area/volume coverage density) flake noise +flake_noise_value flake_noise +( + float3 position, + float diameter, + float density = 0.5f, + int seed_offset = 1, + bool jittered = false +) +{ + float probability = density_to_probability(jittered ? ABCD_J : ABCD, jittered ? EF_J : EF, density); + + return flake_noise + ( + pos : position, + jitter_scale : jittered ? 0.5f : 0.0f, + flake_diameter : (jittered ? 2.5f*diameter : 3.0f*diameter) / math::sqrt(3.0f), + flake_probability : probability, + seed_offset : seed_offset + ); +} + +export material VRayCarPaintMtl +( + // Base layer + color base_color = color(0.3f, 0.4f, 0.5f) + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base color") + ]], + float base_reflection = 0.5f + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base reflection"), + anno::hard_range(0.f, 1.f) + ]], + float base_glossiness = 0.6f + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool base_trace_reflections = true + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base trace reflections"), + anno::unused(), + anno::hidden() + ]], + + // Flake layer + color flake_color = color(0.3f, 0.4f, 0.8f) + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake color") + ]], + float flake_glossiness = 0.8f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake glossiness"), + anno::hard_range(0.f, 1.f) + ]], + float flake_orientation = 0.3f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake orientation"), + anno::hard_range(0.f, 1.f) + ]], + uniform float flake_density = 0.5f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake density"), + anno::hard_range(0.f, 4.f) + ]], + uniform float flake_scale = 0.01f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake scale"), + anno::hard_range(0.f, 1.0e10f) + ]], + uniform float flake_size = 0.5f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake size"), + anno::hard_range(0.f, 1.0e10f) + ]], + uniform int flake_seed = 1 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake seed"), + anno::hard_range(1, 65535) + ]], + uniform int flake_filtering = 1 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake filtering"), + anno::unused(), + anno::hidden() + ]], + uniform int flake_map_size = 1024 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake map size"), + anno::unused(), + anno::hidden() + ]], + uniform int flake_mapping_type = 0 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake mapping type") + ]], + uniform int flake_map_channel = 1 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake map channel") + ]], + uniform bool flake_trace_reflections = true + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake trace reflections"), + anno::unused(), + anno::hidden() + ]], + + + // Coat layer + color coat_color = color(1.0f) + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat color") + ]], + float coat_strength = 0.05f + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat strength"), + anno::hard_range(0.f, 1.f) + ]], + float coat_glossiness = 1.0f + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool coat_trace_reflections = true + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat trace reflections"), + anno::unused(), + anno::hidden() + ]], + + // Options + uniform bool double_sided = true + [[ + anno::in_group("Options"), + anno::display_name("Double sided") + ]], + + // Maps + float3 base_bump_map = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Bump Map") + ]], + float3 coat_bump_map = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Coat Map") + ]], + + float displacement_map = 0.f + [[ + anno::in_group("Maps"), + anno::display_name("Displacement map") + ]] + +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + // sample flake distribution + flake_noise_value val = (flake_mapping_type == 1) ? + flake_noise(state::position() / flake_scale, flake_size*0.5f, flake_density/8.f, flake_seed, true) : + flake_noise(state::texture_coordinate(flake_map_channel - 1) / flake_scale, flake_size*0.5f, flake_density/2.f, flake_seed, true); + + bool is_flake = (flake_mapping_type == 1) ? + flake_density/8.f >= 1.0f || val.priority > 0.0f : + flake_density/2.f >= 1.0f || val.priority > 0.0f; + + // Base layer BSDF + bsdf base_bsdf = + df::fresnel_layer + ( + ior : 1.5f, + weight : base_reflection, + layer : df::microfacet_ggx_smith_bsdf + ( + roughness_u : (1.f - base_glossiness)*(1.f - base_glossiness) + ), + base : df::diffuse_reflection_bsdf + ( + tint : base_color + ), + normal : base_bump_map + ); + + // Flakes BSDF + bsdf flake_bsdf = + df::microfacet_ggx_smith_bsdf + ( + tint : flake_color, + roughness_u : (1.f - flake_glossiness)*(1.f - flake_glossiness) + ); + + bsdf surface_bsdf = + df::weighted_layer + ( + weight : is_flake ? 1.0f : 0.0f, + normal : flake_normal(val, flake_orientation*0.5f), + layer : flake_bsdf, + base : base_bsdf + ); + + + // Coat layer bsdf + bsdf coat_bsdf = + df::color_custom_curve_layer + ( + normal_reflectivity : coat_color*coat_strength, + grazing_reflectivity: coat_color, + layer : df::microfacet_ggx_smith_bsdf + ( + roughness_u : (1.f - coat_glossiness)*(1.f - coat_glossiness) + ), + base : surface_bsdf, + normal : coat_bump_map + ); + +} in material +( + thin_walled : double_sided, + surface : material_surface(scattering : coat_bsdf), + backface : double_sided ? material_surface(scattering: coat_bsdf) : material_surface(), + geometry : material_geometry(displacement: state::normal()*(displacement_map)) +); + +export material VRayCarPaintMtl2 +( + // Base layer + color base_color = color(0.3f, 0.4f, 0.5f) + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base color") + ]], + float base_reflection = 0.5f + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base reflection"), + anno::hard_range(0.f, 1.f) + ]], + float base_glossiness = 0.4f + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base glossiness"), + anno::hard_range(0.f, 1.f) + ]], + float base_glossiness_tail = 2.0f + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base glossiness tail"), + anno::hard_range(0.001f, 1000.f), + anno::unused(), + anno::hidden() + ]], + uniform bool base_trace_reflections = true + [[ + anno::in_group("Base layer parameters"), + anno::display_name("Base trace reflections"), + anno::unused(), + anno::hidden() + ]], + + // Flake layer + color flake_color = color(0.3f, 0.4f, 0.8f) + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake color") + ]], + color flake_random_color = color(0.3f, 0.4f, 0.8f) + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake random color"), + anno::unused(), + anno::hidden() + ]], + float flake_orientation = 0.05f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake orientation"), + anno::hard_range(0.f, 1.f) + ]], + uniform float flake_orientation_tail = 2.0f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake orientation tail"), + anno::hard_range(0.01f, 1000.f), + anno::unused(), + anno::hidden() + ]], + uniform float flake_glossiness = 0.9f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform float flake_density = 4.0f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake density"), + anno::hard_range(0.f, 7.f) + ]], + uniform float flake_uvw_scale = 1.0f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake UVW scale"), + anno::hard_range(0.f, 1.0e10f), + anno::enable_if("flake_mapping_type == 0") + ]], + uniform float flake_object_xyz_scale = 1.0f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake Object XYZ scale"), + anno::hard_range(0.f, 1.0e10f), + anno::enable_if("flake_mapping_type == 1") + ]], + uniform float flake_size = 0.5f + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake size"), + anno::hard_range(0.f, 1.0e10f) + ]], + uniform int flake_seed = 1 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake seed"), + anno::hard_range(1, 65535) + ]], + uniform int flake_map_size = 2048 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake map size"), + anno::unused(), + anno::hidden() + ]], + uniform int flake_mapping_type = 0 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake mapping type"), + anno::hard_range(0, 1) + ]], + uniform int flake_map_channel = 1 + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake map channel") + ]], + uniform bool flake_trace_reflections = true + [[ + anno::in_group("Flake layer parameters"), + anno::display_name("Flake trace reflections"), + anno::unused(), + anno::hidden() + ]], + + // Coat layer + color coat_color = color(1.0f) + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat color") + ]], + float coat_amount = 1.0f + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat amount"), + anno::hard_range(0.f, 1.f) + ]], + float coat_ior = 1.5f + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat IOR"), + anno::hard_range(0.f, 100.f) + ]], + float coat_glossiness = 1.0f + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool coat_trace_reflections = true + [[ + anno::in_group("Coat layer parameters"), + anno::display_name("Coat trace reflections"), + anno::unused(), + anno::hidden() + ]], + + // Options + uniform bool double_sided = true + [[ + anno::in_group("Options"), + anno::display_name("Double sided") + ]], + + // Maps + float3 base_bump_map = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Bump Map") + ]], + float3 coat_bump_map = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Coat Map") + ]], + + float displacement_map = 0.f + [[ + anno::in_group("Maps"), + anno::display_name("Displacement map") + ]] + +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + // sample flake distribution + flake_noise_value val = (flake_mapping_type == 1) ? + // Object XYZ + flake_noise(state::position() / flake_object_xyz_scale*2.f, flake_size*0.8f, flake_density/7.f, flake_seed, true) : + // UVW + flake_noise(state::texture_coordinate(flake_map_channel - 1) / flake_uvw_scale*2000.0f, flake_size*0.8f, flake_density/7.f, flake_seed, true); + + bool is_flake = flake_density/7.f >= 1.0f || val.priority > 0.0f; + + // Base layer BSDF + bsdf base_bsdf = + df::fresnel_layer + ( + ior : 1.5f, + weight : base_reflection, + layer : df::microfacet_ggx_smith_bsdf + ( + roughness_u : (1.f - base_glossiness)*(1.f - base_glossiness) + ), + base : df::diffuse_reflection_bsdf + ( + tint : base_color + ), + normal : base_bump_map + ); + + // Flakes BSDF + bsdf flake_bsdf = + df::microfacet_ggx_smith_bsdf + ( + tint : flake_color, + roughness_u : (1.f - flake_glossiness)*(1.f - flake_glossiness) + ); + + bsdf surface_bsdf = + df::weighted_layer + ( + weight : is_flake ? 1.0f : 0.0f, + normal : flake_normal(val, flake_orientation*0.5f), + layer : flake_bsdf, + base : base_bsdf + ); + + bsdf coat_bsdf = + df::fresnel_layer + ( + ior : coat_ior, + // ior : invert_coat_ior ? 1.f/(coat_ior + 0.01f) : coat_ior, + weight : coat_amount, + layer : df::simple_glossy_bsdf + ( + tint : color(1.0f), + roughness_u : (1.f - coat_glossiness)*(1.f - coat_glossiness), + mode : df::scatter_reflect + ), + //base : surface_bsdf, + base : df::tint + ( + tint : coat_color,//math::lerp(color(1.f), coat_color, coat_amount), + base : surface_bsdf + ), + normal : coat_bump_map + ); + +} in material +( + thin_walled : double_sided, + surface : material_surface(scattering : coat_bsdf), + backface : double_sided ? material_surface(scattering: coat_bsdf) : material_surface(), + geometry : material_geometry(displacement: state::normal()*(displacement_map)) +); + +// VRay Light Material +export material VRayLightMtl +( + color emission = color(1.0) + [[ + anno::in_group("Parameters"), + anno::display_name("Emission") + ]], + uniform float emission_mult = 1.0 + [[ + anno::in_group("Parameters"), + anno::display_name("Mutliplier") + ]], + color opacity = color(1.0) + [[ + anno::in_group("Parameters"), + anno::display_name("Opacity") + ]], + uniform bool emit_on_backside = false + [[ + anno::in_group("Parameters"), + anno::display_name("Emit light on back side") + ]], + uniform bool mult_emission_by_opacity = false + [[ + anno::in_group("Parameters"), + anno::display_name("Mutliply emission by opacity") + ]], + float displacement = 0.f + [[ + anno::in_group("Parameters"), + anno::display_name("Displacement") + ]], + uniform float displace_amnt = 1.f + [[ + anno::in_group("Parameters"), + anno::display_name("Displacement amount") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + color emission_color = mult_emission_by_opacity ? + (emission*opacity*opacity)*emission_mult : + (emission*opacity)*emission_mult; + + bsdf surface_bsdf = + df::simple_glossy_bsdf + ( + mode: df::scatter_transmit, + tint: color(1.f) - opacity, + roughness_u: 0 + ); + + material_surface emit_surface = material_surface( + scattering: surface_bsdf, + emission: material_emission( + emission: df::diffuse_edf(), + intensity: emission_color)); +} in material +( + ior : color(1.0), + thin_walled : emit_on_backside, + surface : emit_surface, + backface : emit_on_backside ? emit_surface : material_surface(), + geometry : material_geometry( + displacement: state::normal()*(displacement*displace_amnt)) +); + +// VRay Material - Translucency Mode +export enum VRay_translucency_mode +[[ + anno::hidden() +]] +{ + translucency_none, + translucency_hard,//all modes will likely trigger the same mdl code but value might be usefull for other means + translucency_soft, + translucency_hybrid +}; + +// VRay Material - BRDF Mode +export enum VRay_brdf_mode +[[ + anno::hidden() +]] +{ + brdf_phong, + brdf_blinn, + brdf_ward, + brdf_ggx +}; + +// VRay Material - Glossy Mode +export enum VRay_brdf_glossy_mode +[[ + anno::hidden() +]] +{ + brdf_roughness, + brdf_glossiness +}; + +// VRay Material +export material VRayMtl( + color Diffuse = color(0.5f) + [[ + anno::in_group("Diffuse Parameters"), + anno::display_name("Diffuse") + ]], + uniform float diffuse_roughness = 0.f + [[ + anno::in_group("Diffuse Parameters"), + anno::display_name("Roughness"), + anno::hard_range(0.f, 1.f) + ]], + + color Reflection = color(0.f) + [[ + anno::in_group("Reflections"), + anno::display_name("Reflect") + ]], + float reflection_glossiness = 1.f + [[ + anno::in_group("Reflections"), + anno::display_name("Glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform bool reflection_fresnel = true + [[ + anno::in_group("Reflections"), + anno::display_name("Fresnel reflections") + ]], + float reflection_ior = 1.6f + [[ + anno::in_group("Reflections"), + anno::display_name("Fresnel IOR"), + anno::soft_range(0.2f, 5.f), + anno::hard_range(1.e-6f, 100.f) + ]], + uniform bool reflection_lockIOR = true + [[ + anno::in_group("Reflections"), + anno::display_name("Lock IOR") + ]], + uniform bool invert_reflection_ior = false + [[ + anno::in_group("Reflections"), + anno::hidden() + ]], + float reflection_metalness = 0.f + [[ + anno::in_group("Reflections"), + anno::display_name("Metalness"), + anno::hard_range(0.f, 1.f) + ]], + + color Refraction = color(0.f) + [[ + anno::in_group("Refractions"), + anno::display_name("Refract") + ]], + float refraction_glossiness = 1.f + [[ + anno::in_group("Refractions"), + anno::display_name("Glossiness"), + anno::hard_range(0.f, 1.f) + ]], + uniform float refraction_ior = 1.6f // not textureable to be physically plausible + [[ + anno::in_group("Refractions"), + anno::display_name("IOR"), + anno::soft_range(0.2,5.), + anno::hard_range(1.e-6f, 100.f) + ]], + uniform bool invert_refraction_ior = false + [[ + anno::in_group("Refractions"), + anno::hidden() + ]], + uniform bool refraction_dispersion_on = false + [[ + anno::in_group("Refractions"), + anno::display_name("Enable dispersion"), + anno::unused(), + anno::hidden() + ]], + uniform float refraction_dispersion = 50.f + [[ + anno::in_group("Refractions"), + anno::display_name("Abbe number"), + anno::soft_range(10.f, 100.f), + anno::hard_range(1.f, 150.f), + anno::unused(), + anno::hidden() + ]], + + color refraction_fogColor = color(1.f) + [[ + anno::in_group("Fog"), + anno::display_name("Color"), + anno::unused(), + anno::hidden() + ]], + uniform float refraction_fogBias = 0.f + [[ + anno::in_group("Fog"), + anno::display_name("Bias"), + anno::unused(), + anno::hidden() + ]], + uniform float refraction_fogMult = 1.f + [[ + anno::in_group("Fog"), + anno::display_name("Multiplier"), + anno::unused(), + anno::hidden() + ]], + + uniform VRay_translucency_mode translucency_on = translucency_none + [[ + anno::in_group("Translucency"), + anno::display_name("Enable translucency"), + anno::unused(), + anno::hidden() + ]], + uniform float translucency_scatterCoeff = 0.f + [[ + anno::in_group("Translucency"), + anno::display_name("Scatter coeff"), + anno::unused(), + anno::hidden() + ]], + uniform float translucency_fbCoeff = 1.f + [[ + anno::in_group("Translucency"), + anno::display_name("Fwd/Bck coeff"), + anno::unused(), + anno::hidden() + ]], + uniform color translucency_color = color(1.f) + [[ + anno::in_group("Translucency"), + anno::display_name("Back-side color"), + anno::unused(), + anno::hidden() + ]], + + color self_illumination = color(0.f) + [[ + anno::in_group("Self-Illumination"), + anno::display_name("Self-illumination") + ]], + uniform float self_illumination_multiplier = 1.f + [[ + anno::in_group("Self-Illumination"), + anno::display_name("Multiplier") + ]], + + float coat_amount = 0.f + [[ + anno::in_group("Coat Parameters"), + anno::display_name("Coat amount"), + anno::hard_range(0.f, 1.f) + ]], + color coat_color = color(1.f) + [[ + anno::in_group("Coat Parameters"), + anno::display_name("Coat color") + ]], + float coat_glossiness = 1.f + [[ + anno::in_group("Coat Parameters"), + anno::display_name("Coat glossiness"), + anno::hard_range(0.f, 1.f) + ]], + float coat_ior = 1.6f + [[ + anno::in_group("Coat Parameters"), + anno::display_name("Coat IOR"), + anno::soft_range(0.2,5.), + anno::hard_range(1.e-6f, 100.f) + ]], + uniform bool invert_coat_ior = false + [[ + anno::in_group("Coat Parameters"), + anno::hidden() + ]], + bool coat_bump_lock = false + [[ + anno::in_group("Coat Parameters"), + anno::display_name("lock coat bump to base bump") + ]], + + color sheen_color = color(0.f) + [[ + anno::in_group("Sheen Parameters"), + anno::display_name("Sheen color"), + anno::unused(), + anno::hidden() + ]], + float sheen_glossiness = 0.8f + [[ + anno::in_group("Sheen Parameters"), + anno::display_name("Sheen glossiness"), + anno::hard_range(0.f, 1.f), + anno::unused(), + anno::hidden() + ]], + + uniform VRay_brdf_mode brdf_type = brdf_ggx + [[ + anno::in_group("BRDF"), + anno::display_name("BRDF type"), + anno::unused(), + anno::hidden() + ]], + uniform VRay_brdf_glossy_mode brdf_useRoughness = brdf_glossiness + [[ + anno::in_group("BRDF"), + anno::display_name("BRDF glossiness"), + anno::hidden() + ]], + float anisotropy = 0.f + [[ + anno::in_group("BRDF"), + anno::display_name("Anisotropy"), + anno::hard_range(-1.f, 1.f), + anno::unused(), + anno::hidden() + ]], + float anisotropy_rotation = 0.f + [[ + anno::in_group("BRDF"), + anno::display_name("Rotation"), + anno::hard_range(-10000.f, 10000.f), + anno::unused(), + anno::hidden() + ]], + uniform int anisotropy_channel = 0 //=1 in max + [[ + anno::in_group("BRDF"), + anno::display_name("Map channel"), + anno::unused(), + anno::hidden() + ]], + + float3 texmap_bump = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Bump Map") + ]], + float3 texmap_coat_bump = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Coat Map") + ]], + float texmap_opacity = 1.0f + [[ + anno::in_group("Maps"), + anno::display_name("Opacity Map") + ]], + + uniform bool thin_walled = false + [[ + anno::in_group("Options"), + anno::hidden() + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] + = let + { + float reflection_roughness = brdf_useRoughness == brdf_roughness ? + reflection_glossiness : math::pow((1.f - reflection_glossiness), 2.f); + + float refraction_roughness = brdf_useRoughness == brdf_roughness ? + refraction_glossiness : math::pow((1.f - refraction_glossiness), 2.f); + + + float refl_ior = invert_reflection_ior ? 1.f/(reflection_ior + 0.01f) : reflection_ior; + float refr_ior = invert_refraction_ior ? 1.f/(refraction_ior + 0.01f) : refraction_ior; + + float fresnel_ior = reflection_lockIOR ? refr_ior : refl_ior; + float R0 = math::pow((1.f - fresnel_ior)/(1.f + fresnel_ior), 2.f); + + // diffuse + bsdf diffuse_bsdf = + df::weighted_layer + ( + weight : 1.f, + layer : df::diffuse_reflection_bsdf + ( + tint : Diffuse, + roughness : diffuse_roughness + ), + normal : texmap_bump + ); + + // transmission + bsdf glossy_transmission_bsdf = + df::simple_glossy_bsdf( + mode: df::scatter_transmit, + tint: color(1.f), + roughness_u: refraction_roughness + ); + + // reflection + bsdf glossy_reflection_bsdf = + df::simple_glossy_bsdf( + mode: df::scatter_reflect, + tint: reflection_fresnel ? Reflection : color(1.f), + roughness_u: reflection_roughness + ); + + // diffuse glossy reflection + bsdf diffuse_glossy_reflection_bsdf = + df::simple_glossy_bsdf( + mode: df::scatter_reflect, + tint: Diffuse, + roughness_u: reflection_roughness + ); + + // surface + bsdf surface_bsdf = + df::color_custom_curve_layer + ( + normal_reflectivity : reflection_fresnel ? color(R0) : Reflection, + grazing_reflectivity: reflection_fresnel ? color(1.f) : Reflection, + layer : glossy_reflection_bsdf, + base : + df::weighted_layer + ( + weight : reflection_metalness, + layer : diffuse_glossy_reflection_bsdf, + base : + df::color_weighted_layer + ( + weight : Refraction, + layer : glossy_transmission_bsdf, + base : diffuse_bsdf, + normal : texmap_bump + ), + normal : texmap_bump + ), + normal : texmap_bump + ); + + // coat + bsdf coat_bsdf = + df::fresnel_layer + ( + ior : invert_coat_ior ? 1.f/(coat_ior + 0.01f) : coat_ior, + weight : coat_amount, + layer : df::simple_glossy_bsdf + ( + tint : color(1.f), + roughness_u : math::pow((1.f - coat_glossiness), 2.f), + mode : df::scatter_reflect + ), + base : df::tint + ( + tint : math::lerp(color(1.f), coat_color, coat_amount), + base : surface_bsdf + ), + normal : coat_bump_lock ? texmap_bump : texmap_coat_bump + ); + +} +in material +( + ior : color(refr_ior), + thin_walled : thin_walled, + surface : material_surface + ( + scattering : coat_bsdf, + emission : material_emission + ( + emission : df::diffuse_edf(), + intensity : self_illumination*self_illumination_multiplier + ) + ), + geometry : material_geometry + ( + cutout_opacity: texmap_opacity + ) +); + +// VRay-Fast-SSS-2 Material +export material VRayFastSSS2 +( + // General parameters + uniform float scale = 1.f + [[ + anno::in_group("General Parameters"), + anno::display_name("Scale"), + anno::hard_range(0.f, 10000.f) + ]], + uniform float ior = 1.3f + [[ + anno::in_group("General Parameters"), + anno::display_name("IOR"), + anno::hard_range(0.f, 100.f) + ]], + + // Diffuse and SSS Layers + color overall_color = color(1.f) + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Overall color") + ]], + color diffuse_color = color(0.5f) + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Diffuse color") + ]], + float diffuse_amnt = 0.f + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Diffuse amount"), + anno::hard_range(0.f, 1.f) + ]], + uniform int color_mode = 0 + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Color mode"), + anno::unused(), + anno::hidden() + ]], + color sub_surface_color = color(0.5f) + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Sub-surface color") + ]], + color scatter_color = color(0.5f) + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Scatter color") + ]], + float scatter_radius = 1.f + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Scatter radius") + ]], + uniform float phase_function = 0.f + [[ + anno::in_group("Diffuse and SSS Layers"), + anno::display_name("Phase function"), + anno::hard_range(-1.f, 1.f) + ]], + + // Specular Layer + color specular_color = color(1.f) + [[ + anno::in_group("Specular Layer"), + anno::display_name("Specular color") + ]], + float specular_amnt = 1.f + [[ + anno::in_group("Specular Layer"), + anno::display_name("Specular color"), + anno::hard_range(0.f, 1.f) + ]], + float specular_glossiness = 0.6f + [[ + anno::in_group("Specular Layer"), + anno::display_name("Specular glossiness"), + anno::hard_range(0.f, 1.f) + ]], + + // Bump + float3 texmap_bump = state::normal() + [[ + anno::in_group("Maps"), + anno::display_name("Bump Map") + ]] +) +[[ + anno::author("NVIDIA Corporation") +]] += let +{ + float inv_radius = -100.f/(scatter_radius*scale); + float inv_div = 1.f/(1.f + math::max_value(scatter_color)); + color extinction = math::log(sub_surface_color*inv_div)*inv_radius; + color s = color(4.09712f) + 4.20863f*scatter_color - math::sqrt(9.59217f + 41.6808f*scatter_color + 17.7126f*scatter_color*scatter_color); + color ss_albedo = s*s; + + color absorption = extinction*ss_albedo; + color scattering = extinction - absorption; + + bsdf diffuse_sss_bsdf = df::weighted_layer + ( + weight : diffuse_amnt, + layer : df::diffuse_reflection_bsdf + ( + tint : diffuse_color + ), + base : df::diffuse_transmission_bsdf() + ); + + bsdf specular_bsdf = df::simple_glossy_bsdf + ( + mode : df::scatter_reflect, + tint : specular_color*specular_amnt, + roughness_u : 1.f - specular_glossiness + ); + + bsdf overall_bsdf = df::tint + ( + tint : overall_color, + base : df::fresnel_layer + ( + ior : ior, + layer : specular_bsdf, + base : diffuse_sss_bsdf + ) + + ); + +} +in material +( + ior : color(ior), + surface : material_surface + ( + scattering : overall_bsdf + ), + volume : material_volume + ( + scattering : df::anisotropic_vdf(phase_function), + absorption_coefficient : absorption, + 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