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/***************************************************************************************************
* Copyright 2020 NVIDIA Corporation. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**************************************************************************************************/
//* 1.0.0 - first version
//* 1.0.1 - merge unlit template
//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side
//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed
//* 1.0.4 - using absolute import paths when importing standard modules
mdl 1.3;
import ::df::*;
import ::state::*;
import ::math::*;
import ::tex::*;
import ::anno::*;
float emissive_multiplier()
[[
anno::description("the multiplier to convert UE4 emissive to raw data"),
anno::noinline()
]]
{
return 20.0f * 128.0f;
}
float3 tangent_space_normal(
float3 normal = float3(0.0,0.0,1.0),
float3 tangent_u = state::texture_tangent_u(0),
float3 tangent_v = state::texture_tangent_v(0)
)
[[
anno::description("Interprets the vector in tangent space"),
anno::noinline()
]]
{
return math::normalize(
tangent_u * normal.x - /* flip_tangent_v */
tangent_v * normal.y +
state::normal() * (normal.z));
}
float3 world_space_normal(
float3 normal = float3(0.0,0.0,1.0),
float3 tangent_u = state::texture_tangent_u(0),
float3 tangent_v = state::texture_tangent_v(0)
)
[[
anno::description("Interprets the vector in world space"),
anno::noinline()
]]
{
return tangent_space_normal(
math::normalize(
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
tangent_u,
tangent_v
);
}
export material OmniUe4Base(
float3 base_color = float3(0.0, 0.0, 0.0),
float metallic = 0.0,
float roughness = 0.5,
float specular = 0.5,
float3 normal = float3(0.0,0.0,1.0),
float clearcoat_weight = 0.0,
float clearcoat_roughness = 0.0,
float3 clearcoat_normal = float3(0.0,0.0,1.0),
uniform bool enable_opacity = true,
float opacity = 1.0,
float3 emissive_color = float3(0.0, 0.0, 0.0),
float3 displacement = float3(0.0),
uniform bool is_tangent_space_normal = true,
uniform bool two_sided = false,
uniform bool is_unlit = false
)
[[
anno::display_name("Omni UE4 Base"),
anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
anno::version( 1, 0, 0),
anno::author("NVIDIA CORPORATION"),
anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
]]
= let {
color final_base_color = math::saturate(base_color);
float final_metallic = math::saturate(metallic);
float final_roughness = math::saturate(roughness);
float final_specular = math::saturate(specular);
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
float final_clearcoat_weight = math::saturate(clearcoat_weight);
float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
float3 final_normal = math::normalize(normal);
float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
// - compute final roughness by squaring the "roughness" parameter
float alpha = final_roughness * final_roughness;
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
float3 the_normal = is_unlit ? state::normal() :
(is_tangent_space_normal ?
tangent_space_normal(
normal: final_normal,
tangent_u: state::texture_tangent_u(0),
tangent_v: state::texture_tangent_v(0)
) : world_space_normal(
normal: final_normal,
tangent_u: state::texture_tangent_u(0),
tangent_v: state::texture_tangent_v(0)
));
// for the dielectric component we layer the glossy component on top of the diffuse one,
// the glossy layer has no color tint
bsdf dielectric_component = df::custom_curve_layer(
weight: final_specular,
normal_reflectivity: 0.08,
grazing_reflectivity: grazing_refl,
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
base: df::diffuse_reflection_bsdf(tint: final_base_color),
normal: the_normal);
// the metallic component doesn't have a diffuse component, it's only glossy
// base_color is applied to tint it
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
// final BSDF is a linear blend between dielectric and metallic component
bsdf dielectric_metal_mix =
df::normalized_mix(
components:
df::bsdf_component[](
df::bsdf_component(
component: metallic_component,
weight: final_metallic),
df::bsdf_component(
component: dielectric_component,
weight: 1.0-final_metallic)
)
);
// clearcoat layer
float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
normal: final_clearcoat_normal,
tangent_u: state::texture_tangent_u(0),
tangent_v: state::texture_tangent_v(0)
) : world_space_normal(
normal: final_clearcoat_normal,
tangent_u: state::texture_tangent_u(0),
tangent_v: state::texture_tangent_v(0)
);
bsdf clearcoat =
df::custom_curve_layer(
base: df::weighted_layer(
layer: dielectric_metal_mix,
weight: 1.0,
normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
),
layer: df::microfacet_ggx_smith_bsdf(
roughness_u: clearcoat_alpha,
tint: color(1.0)
),
normal_reflectivity: 0.04,
grazing_reflectivity: clearcoat_grazing_refl,
normal: the_clearcoat_normal,
weight: final_clearcoat_weight
);
bsdf surface = is_unlit ? bsdf() : clearcoat;
}
in material(
thin_walled: two_sided, // Graphene?
surface: material_surface(
scattering: surface,
emission:
material_emission (
emission: df::diffuse_edf (),
intensity: final_emissive_color
)
),
backface: material_surface(
emission:
material_emission (
emission: df::diffuse_edf (),
intensity: final_emissive_color
)
),
geometry: material_geometry(
displacement: displacement,
normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
cutout_opacity: enable_opacity ? opacity : 1.0
)
);