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Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0000.mdl ADDED
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1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_008()
27
+ [[
28
+ anno::display_name("Material_008")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.12549,0.129412,0.141176),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(1.0,1.0,1.0),
34
+ reflection_glossiness : 0.6f,
35
+ reflection_fresnel : true,
36
+ reflection_ior : 1.52f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.52f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(0.5,0.5,0.5),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 0.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 0.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0001.mdl ADDED
@@ -0,0 +1,740 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // Copyright 2023 NVIDIA Corporation. All rights reserved.
2
+ //
3
+ // NVIDIA CORPORATION and its licensors retain all intellectual property
4
+ // and proprietary rights in and to this software, related documentation
5
+ // and any modifications thereto. Any use, reproduction, disclosure or
6
+ // distribution of this software and related documentation without an express
7
+ // license agreement from NVIDIA CORPORATION is strictly prohibited.
8
+
9
+ mdl 1.6;
10
+
11
+ import ::anno::*;
12
+ import ::base::*;
13
+ import ::df::*;
14
+ import ::math::*;
15
+ import ::state::*;
16
+
17
+ // 3dsmax Architectutal Material
18
+ export material ad_3dsmax_architectural(
19
+ float3 bumpMap = state::normal(),
20
+ float cutoutMap = 1.,
21
+ color Diffuse = color(.5),
22
+ float displacementMap = 0.,
23
+ uniform float ior = 1.5,
24
+ float luminance = 0.,
25
+ float shininess = 1., // In the range [0..100], inverse of the roughness
26
+ float translucency = 0.,
27
+ float transparency = 0.
28
+ )
29
+ = let
30
+ {
31
+ bsdf diffuseLayer = df::diffuse_reflection_bsdf
32
+ (
33
+ tint: Diffuse
34
+ );
35
+
36
+ bsdf reflectionLayer = df::simple_glossy_bsdf
37
+ (
38
+ tint: color(1),
39
+ roughness_u: 1 - (shininess/100),
40
+ mode: df::scatter_reflect
41
+ );
42
+
43
+ bsdf translucentLayer = df::diffuse_transmission_bsdf
44
+ (
45
+ tint: Diffuse
46
+ );
47
+
48
+ bsdf transparentLayer = df::simple_glossy_bsdf
49
+ (
50
+ tint: color(1),
51
+ roughness_u: 0,
52
+ mode: df::scatter_transmit
53
+ );
54
+
55
+ bsdf transparentTranslucentMixer = df::weighted_layer
56
+ (
57
+ weight: (translucency/100),
58
+ layer: translucentLayer,
59
+ base: transparentLayer
60
+ );
61
+
62
+ bsdf transparentDiffuseMixer = df::weighted_layer
63
+ (
64
+ weight: (transparency/100),
65
+ layer: transparentTranslucentMixer,
66
+ base: diffuseLayer
67
+ );
68
+
69
+ bsdf glossyMixer = df::fresnel_layer
70
+ (
71
+ ior: ior,
72
+ layer: reflectionLayer,
73
+ base: transparentDiffuseMixer
74
+ );
75
+
76
+ bsdf surface_bsdf = glossyMixer;
77
+ }
78
+ in material
79
+ (
80
+ ior: color(ior),
81
+ surface: material_surface
82
+ (
83
+ scattering: surface_bsdf,
84
+ emission: material_emission
85
+ (
86
+ emission: df::diffuse_edf(),
87
+ intensity: color(luminance),
88
+ mode: intensity_power
89
+ )
90
+ ),
91
+ geometry: material_geometry
92
+ (
93
+ cutout_opacity: cutoutMap,
94
+ normal: bumpMap,
95
+ displacement: displacementMap * state::normal() * state::scene_units_per_meter()
96
+ )
97
+ );
98
+
99
+ // 3dsmax Blend Material
100
+ export material ad_3dsmax_blend
101
+ (
102
+ material material1 = material()
103
+ [[
104
+ anno::in_group("Blend parameters"),
105
+ anno::display_name("Material 1")
106
+ ]],
107
+ material material2 = material()
108
+ [[
109
+ anno::in_group("Blend parameters"),
110
+ anno::display_name("Material 2")
111
+ ]],
112
+ float mixAmount = 0.f
113
+ [[
114
+ anno::in_group("Blend parameters"),
115
+ anno::display_name("Mix amount"),
116
+ anno::hard_range(0.f, 1.f)
117
+ ]],
118
+ uniform bool useCurve = false
119
+ [[
120
+ anno::in_group("Blend parameters"),
121
+ anno::display_name("Use curve")
122
+ ]],
123
+ uniform float lower = 0.3f
124
+ [[
125
+ anno::in_group("Blend parameters"),
126
+ anno::display_name("Lower"),
127
+ anno::hard_range(0.f, 1.f)
128
+ ]],
129
+ uniform float upper = .7f
130
+ [[
131
+ anno::in_group("Blend parameters"),
132
+ anno::display_name("Upper"),
133
+ anno::hard_range(0.f, 1.f)
134
+ ]]
135
+ )
136
+ [[
137
+ anno::author("NVIDIA Corporation")
138
+ ]]
139
+ = let
140
+ {
141
+ float t = useCurve ? math::smoothstep(lower, upper, mixAmount) : math::smoothstep(0.f, 1.f, mixAmount);
142
+ float3 normal_mix = math::normalize(material1.geometry.normal*t + material2.geometry.normal*(1.f - t));
143
+
144
+ bsdf bsdf_mix =
145
+ df::normalized_mix
146
+ (
147
+ components: df::bsdf_component[]
148
+ (
149
+ df::bsdf_component
150
+ (
151
+ weight: 1.f - t,
152
+ component: material1.surface.scattering
153
+ ),
154
+ df::bsdf_component
155
+ (
156
+ weight: t,
157
+ component: material2.surface.scattering
158
+ )
159
+ )
160
+ );
161
+ }
162
+ in material
163
+ (
164
+ ior : material1.ior,
165
+ surface : material_surface(scattering: bsdf_mix),
166
+ geometry : material_geometry
167
+ (
168
+ normal : normal_mix
169
+ )
170
+ );
171
+
172
+
173
+ // 3dsmax Double Sided Material
174
+ export material ad_3dsmax_double_sided(
175
+ material material1 = material(),
176
+ material material2 = material1
177
+ )= material(
178
+ ior: material1.ior,
179
+ thin_walled: true,
180
+ geometry: material1.geometry,
181
+ volume: material1.volume,
182
+ surface: material1.surface,
183
+ backface: material2.surface
184
+ );
185
+
186
+ // 3dsmax Physical Material
187
+ export material ad_3dsmax_physical_material
188
+ (
189
+ //======================================================================
190
+ // Base Color
191
+ //
192
+ color base_color = color(.5)
193
+ [[
194
+ anno::display_name("Color"),
195
+ anno::in_group("Base Color")
196
+ ]],
197
+ float base_weight = 1.
198
+ [[
199
+ anno::display_name("Weight"),
200
+ anno::hard_range(0,1),
201
+ anno::in_group("Base Color")
202
+ ]],
203
+ float diff_roughness = 0.
204
+ [[
205
+ anno::display_name("Roughness"),
206
+ anno::hard_range(0,1),
207
+ anno::in_group("Base Color")
208
+ ]],
209
+ //
210
+ //======================================================================
211
+
212
+ //======================================================================
213
+ // Reflections
214
+ //
215
+ float reflectivity = 1.
216
+ [[
217
+ anno::display_name("Reflectivity"),
218
+ anno::hard_range(0,1),
219
+ anno::in_group("Reflections")
220
+ ]],
221
+ color refl_color = color(1.)
222
+ [[
223
+ anno::display_name("Color"),
224
+ anno::in_group("Reflections")
225
+ ]],
226
+ float roughness = 0.
227
+ [[
228
+ anno::display_name("Roughness"),
229
+ anno::hard_range(0,1),
230
+ anno::in_group("Reflections")
231
+ ]],
232
+ uniform bool roughness_inv = false
233
+ [[
234
+ anno::display_name("Inverse Roughness"),
235
+ anno::in_group("Reflections")
236
+ ]],
237
+ float metalness = 0.
238
+ [[
239
+ anno::display_name("Metalness"),
240
+ anno::hard_range(0,1),
241
+ anno::in_group("Reflections")
242
+ ]],
243
+ uniform float trans_ior = 1.52
244
+ [[
245
+ anno::display_name("IOR"),
246
+ anno::hard_range(0.1,50),
247
+ anno::in_group("Reflections")
248
+ ]],
249
+ //
250
+ //======================================================================
251
+
252
+ //======================================================================
253
+ // Transparency
254
+ //
255
+ float transparency = 0.
256
+ [[
257
+ anno::display_name("Transparency"),
258
+ anno::hard_range(0,1),
259
+ anno::in_group("Transparency")
260
+ ]],
261
+ color trans_color = color(1.)
262
+ [[
263
+ anno::display_name("Color"),
264
+ anno::in_group("Transparency")
265
+ ]],
266
+ float trans_depth = 1.
267
+ [[
268
+ anno::display_name("Depth"),
269
+ anno::unused(),
270
+ anno::hidden(),
271
+ anno::in_group("Transparency")
272
+ ]],
273
+ float trans_roughness = 0.
274
+ [[
275
+ anno::display_name("Roughness"),
276
+ anno::hard_range(0,1),
277
+ anno::in_group("Transparency")
278
+ ]],
279
+ uniform bool thin_walled = false
280
+ [[
281
+ anno::display_name("Thin-walled"),
282
+ anno::in_group("Transparency")
283
+ ]],
284
+ uniform bool trans_roughness_inv = false
285
+ [[
286
+ anno::display_name("Inverse Roughness"),
287
+ anno::in_group("Transparency")
288
+ ]],
289
+ uniform bool trans_roughness_lock = true
290
+ [[
291
+ anno::display_name("Lock Roughness"),
292
+ anno::unused(),
293
+ anno::hidden(),
294
+ anno::in_group("Transparency")
295
+ ]],
296
+ //
297
+ //======================================================================
298
+
299
+ //======================================================================
300
+ // Sub-surface scattering
301
+ //
302
+ uniform float scattering = 0.
303
+ [[
304
+ anno::display_name(""),
305
+ anno::in_group("Transparency")
306
+ ]],
307
+ uniform color sss_color = color(1.)
308
+ [[
309
+ anno::display_name(""),
310
+ anno::in_group("Transparency")
311
+ ]],
312
+ uniform float sss_depth = 1.
313
+ [[
314
+ anno::display_name(""),
315
+ anno::in_group("Transparency")
316
+ ]],
317
+ uniform float sss_scale = 1.
318
+ [[
319
+ anno::display_name(""),
320
+ anno::in_group("Transparency"),
321
+ anno::unused(),
322
+ anno::hidden()
323
+ ]],
324
+ uniform color sss_scatter_color = color(1.)
325
+ [[
326
+ anno::display_name(""),
327
+ anno::in_group("Transparency"),
328
+ anno::unused(),
329
+ anno::hidden()
330
+ ]],
331
+ //
332
+ //======================================================================
333
+
334
+ float anisotropy = 0.
335
+ [[
336
+ anno::display_name(""),
337
+ anno::in_group("Transparency"),
338
+ anno::unused(),
339
+ anno::hidden()
340
+ ]],
341
+ float anisoangle = 0.
342
+ [[
343
+ anno::display_name(""),
344
+ anno::in_group("Transparency"),
345
+ anno::unused(),
346
+ anno::hidden()
347
+ ]],
348
+ uniform float brdf_curve = 5.
349
+ [[
350
+ anno::display_name(""),
351
+ anno::in_group("Transparency"),
352
+ anno::unused(),
353
+ anno::hidden()
354
+ ]],
355
+ uniform float brdf_high = 1.
356
+ [[
357
+ anno::display_name(""),
358
+ anno::in_group("Transparency"),
359
+ anno::unused(),
360
+ anno::hidden()
361
+ ]],
362
+ uniform float brdf_low = 0.04
363
+ [[
364
+ anno::display_name(""),
365
+ anno::in_group("Transparency"),
366
+ anno::unused(),
367
+ anno::hidden()
368
+ ]],
369
+ uniform bool brdf_mode = false
370
+ [[
371
+ anno::display_name(""),
372
+ anno::in_group("Transparency"),
373
+ anno::unused(),
374
+ anno::hidden()
375
+ ]],
376
+ float3 bump_map = state::normal()
377
+ [[
378
+ anno::display_name(""),
379
+ anno::in_group("Transparency"),
380
+ anno::hidden()
381
+ ]],
382
+ uniform float coat_affect_color = 0.
383
+ [[
384
+ anno::display_name(""),
385
+ anno::in_group("Transparency"),
386
+ anno::unused(),
387
+ anno::hidden()
388
+ ]],
389
+ uniform float coat_affect_roughness = 0.
390
+ [[
391
+ anno::display_name(""),
392
+ anno::in_group("Transparency"),
393
+ anno::unused(),
394
+ anno::hidden()
395
+ ]],
396
+ float3 coat_bump_map = state::normal()
397
+ [[
398
+ anno::display_name(""),
399
+ anno::in_group("Transparency"),
400
+ anno::unused(),
401
+ anno::hidden()
402
+ ]],
403
+ color coat_color = color(1.)
404
+ [[
405
+ anno::display_name(""),
406
+ anno::in_group("Transparency"),
407
+ anno::unused(),
408
+ anno::hidden()
409
+ ]],
410
+ uniform float coat_ior = 1.5
411
+ [[
412
+ anno::display_name(""),
413
+ anno::in_group("Transparency"),
414
+ anno::unused(),
415
+ anno::hidden()
416
+ ]],
417
+ float coat_roughness = 0.
418
+ [[
419
+ anno::display_name(""),
420
+ anno::in_group("Transparency"),
421
+ anno::unused(),
422
+ anno::hidden()
423
+ ]],
424
+ uniform bool coat_roughness_inv = false
425
+ [[
426
+ anno::display_name(""),
427
+ anno::in_group("Transparency"),
428
+ anno::unused(),
429
+ anno::hidden()
430
+ ]],
431
+ float coating = 1.
432
+ [[
433
+ anno::display_name(""),
434
+ anno::in_group("Transparency"),
435
+ anno::unused(),
436
+ anno::hidden()
437
+ ]],
438
+ float cutout_map = 1.
439
+ [[
440
+ anno::display_name(""),
441
+ anno::in_group("Transparency"),
442
+ anno::unused(),
443
+ anno::hidden()
444
+ ]],
445
+ float displacement = 0.
446
+ [[
447
+ anno::display_name(""),
448
+ anno::in_group("Transparency"),
449
+ anno::unused(),
450
+ anno::hidden()
451
+ ]],
452
+ float emission = 0.
453
+ [[
454
+ anno::display_name(""),
455
+ anno::in_group("Transparency"),
456
+ anno::unused(),
457
+ anno::hidden()
458
+ ]],
459
+ color emit_color = color(0.)
460
+ [[
461
+ anno::display_name(""),
462
+ anno::in_group("Transparency"),
463
+ anno::unused(),
464
+ anno::hidden()
465
+ ]],
466
+ uniform int material_mode = 0
467
+ [[
468
+ anno::display_name(""),
469
+ anno::in_group("Transparency"),
470
+ anno::unused(),
471
+ anno::hidden()
472
+ ]]
473
+ )
474
+ = let
475
+ {
476
+ //======================================================================
477
+ // Base color
478
+ //
479
+ bsdf baseColor = df::diffuse_reflection_bsdf
480
+ (
481
+ tint: base_color,
482
+ roughness: diff_roughness
483
+ );
484
+
485
+ bsdf diffuseLayer = df::weighted_layer
486
+ (
487
+ weight: base_weight,
488
+ layer: baseColor,
489
+ base: df::diffuse_reflection_bsdf(tint:color(0))
490
+ );
491
+ //
492
+ //======================================================================
493
+
494
+ //======================================================================
495
+ // Transparency
496
+ //
497
+ float transparencyRoughnessVal = trans_roughness_inv ? 1 - trans_roughness : trans_roughness;
498
+
499
+ bsdf transparentLayer = df::simple_glossy_bsdf
500
+ (
501
+ tint: trans_color,
502
+ roughness_u: transparencyRoughnessVal,
503
+ mode: df::scatter_transmit
504
+ );
505
+
506
+ bsdf transparentDiffuseMixer = df::weighted_layer
507
+ (
508
+ weight: transparency,
509
+ layer: transparentLayer,
510
+ base: diffuseLayer
511
+ );
512
+ //
513
+ //======================================================================
514
+
515
+ //======================================================================
516
+ // Reflections Non Metal and Metal
517
+ //
518
+ float roughnessVal = roughness_inv ? 1 - roughness : roughness;
519
+
520
+ bsdf reflections = df::simple_glossy_bsdf
521
+ (
522
+ tint: refl_color,
523
+ roughness_u: roughnessVal,
524
+ mode: df::scatter_reflect
525
+ );
526
+
527
+ // Not reflective when roughness is 0
528
+ // float reflectivityVal = (roughness == 0) ? 0 : reflectivity;
529
+ float reflectivityVal = reflectivity;
530
+
531
+ bsdf reflectivity_layer = df::weighted_layer // Non-metal
532
+ (
533
+ weight: reflectivityVal,
534
+ layer: reflections,
535
+ base: df::diffuse_reflection_bsdf(tint:color(1))
536
+ );
537
+
538
+ bsdf reflectionLayerNonMetal = df::fresnel_layer
539
+ (
540
+ ior: trans_ior,
541
+ layer: reflectivity_layer,
542
+ base: transparentDiffuseMixer
543
+ );
544
+
545
+ bsdf reflectionLayerMetal = df::fresnel_layer
546
+ (
547
+ ior: trans_ior,
548
+ layer: reflectivity_layer,
549
+ base: diffuseLayer
550
+ );
551
+
552
+ // Metalness value.
553
+ // It mixes two shading modes.
554
+ // 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.
555
+ // 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.
556
+ bsdf reflectionLayer = df::weighted_layer
557
+ (
558
+ weight: metalness,
559
+ layer: reflectionLayerMetal,
560
+ base: reflectionLayerNonMetal
561
+ );
562
+ //
563
+ //======================================================================
564
+
565
+ //======================================================================
566
+ // Sub-surface scattering
567
+ //
568
+ float sss_scattering = scattering * (1 - transparency); // Ensure sss_scattering + transparency <= 1
569
+
570
+ material_volume materialVolume = material_volume(
571
+ scattering_coefficient: (sss_depth <= 0) ? color(0) : - math::log(color(1 - sss_scattering)) / sss_depth,
572
+ absorption_coefficient: (sss_depth <= 0) ? color(0) : - math::log(sss_color) / sss_depth
573
+ );
574
+ //
575
+ //======================================================================
576
+
577
+ bsdf surface_bsdf = reflectionLayer;
578
+ }
579
+ in material
580
+ (
581
+ ior: color(trans_ior),
582
+ thin_walled: thin_walled,
583
+ surface: material_surface
584
+ (
585
+ scattering: surface_bsdf
586
+ ),
587
+ volume: materialVolume,
588
+ geometry: material_geometry
589
+ (
590
+ normal: bump_map
591
+ )
592
+ );
593
+
594
+ // 3dsmax Standard Material
595
+ export material ad_3dsmax_std_material(
596
+ color Diffuse = color(.9),
597
+ uniform bool dsLock = false
598
+ [[
599
+ anno::unused()
600
+ ]],
601
+ color FilterColor = color(1.0)
602
+ [[
603
+ anno::unused()
604
+ ]],
605
+ float glossiness = .9
606
+ [[
607
+ anno::unused()
608
+ ]],
609
+ uniform float ior = 1.5,
610
+ uniform float opacity = 1.0
611
+ [[
612
+ anno::unused()
613
+ ]],
614
+ uniform float opacityFallOff = 0.
615
+ [[
616
+ anno::unused()
617
+ ]],
618
+ uniform int opacityFallOffType = 0
619
+ [[
620
+ anno::unused()
621
+ ]],
622
+ uniform int opacityType = 0
623
+ [[
624
+ anno::unused()
625
+ ]],
626
+ color selfIllumColor = color(0.)
627
+ [[
628
+ anno::unused()
629
+ ]],
630
+ uniform float selfIllumAmount = 1.
631
+ [[
632
+ anno::unused()
633
+ ]],
634
+ uniform int shaderType = 0
635
+ [[
636
+ anno::unused()
637
+ ]],
638
+ color Specular = color(1.)
639
+ [[
640
+ anno::unused()
641
+ ]],
642
+ uniform float specularLevel = 1.
643
+ [[
644
+ anno::unused()
645
+ ]],
646
+ float3 bump = state::normal()
647
+ ) = material(
648
+ ior: color(ior),
649
+ surface: material_surface(
650
+ scattering: df::diffuse_reflection_bsdf(tint: Diffuse)
651
+ ),
652
+ geometry: material_geometry(
653
+ normal: bump
654
+ )
655
+ );
656
+
657
+ // 3dsmax Top/Bottom Material
658
+ export material ad_3dsmax_top_bottom
659
+ (
660
+ material top_material = material()
661
+ [[
662
+ anno::in_group("Top/Bottom Parameters"),
663
+ anno::display_name("Top material")
664
+ ]],
665
+ material bottom_material = top_material
666
+ [[
667
+ anno::in_group("Top/Bottom Parameters"),
668
+ anno::display_name("Bottom material")
669
+ ]],
670
+ uniform bool use_top_material = true
671
+ [[
672
+ anno::in_group("Top/Bottom Parameters"),
673
+ anno::display_name("Use top material")
674
+ ]],
675
+ uniform bool use_bottom_material = true
676
+ [[
677
+ anno::in_group("Top/Bottom Parameters"),
678
+ anno::display_name("Use bottom material")
679
+ ]],
680
+ uniform float blend = 0.f
681
+ [[
682
+ anno::in_group("Top/Bottom Parameters"),
683
+ anno::display_name("Blend"),
684
+ anno::hard_range(0.f, 100.f)
685
+ ]],
686
+ uniform float position = 50.f
687
+ [[
688
+ anno::in_group("Top/Bottom Parameters"),
689
+ anno::display_name("Position"),
690
+ anno::hard_range(0.f, 100.f),
691
+ anno::unused(),
692
+ anno::hidden()
693
+ ]],
694
+ uniform int coordinates = 0
695
+ [[
696
+ anno::in_group("Top/Bottom Parameters"),
697
+ anno::display_name("Coordinates"),
698
+ anno::hard_range(0, 1),
699
+ anno::unused(),
700
+ anno::hidden()
701
+ ]]
702
+ )
703
+ = let
704
+ {
705
+ float t = blend*0.01f;
706
+
707
+ float3 normal_mix = math::normalize
708
+ (
709
+ (use_top_material ? top_material.geometry.normal : state::normal())*t
710
+ + (use_bottom_material ? bottom_material.geometry.normal : state::normal())*(1.f - t)
711
+ );
712
+
713
+ bsdf bsdf_mix =
714
+ df::normalized_mix
715
+ (
716
+ components: df::bsdf_component[]
717
+ (
718
+ df::bsdf_component
719
+ (
720
+ weight: 1.f - t,
721
+ component: use_top_material ? top_material.surface.scattering : bsdf()
722
+ ),
723
+ df::bsdf_component
724
+ (
725
+ weight: t,
726
+ component: use_bottom_material ? bottom_material.surface.scattering : bsdf()
727
+ )
728
+ )
729
+ );
730
+ }
731
+ in material
732
+ (
733
+ ior : use_top_material ? top_material.ior : color(1.f),
734
+ surface : material_surface(scattering: bsdf_mix),
735
+ geometry : material_geometry
736
+ (
737
+ normal : normal_mix
738
+ )
739
+ );
740
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0002.mdl ADDED
The diff for this file is too large to render. See raw diff
 
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0003.mdl ADDED
@@ -0,0 +1,1723 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // Copyright 2023 NVIDIA Corporation. All rights reserved.
2
+ //
3
+ // NVIDIA CORPORATION and its licensors retain all intellectual property
4
+ // and proprietary rights in and to this software, related documentation
5
+ // and any modifications thereto. Any use, reproduction, disclosure or
6
+ // distribution of this software and related documentation without an express
7
+ // license agreement from NVIDIA CORPORATION is strictly prohibited.
8
+
9
+ mdl 1.6;
10
+
11
+ import ::anno::*;
12
+ import ::df::*;
13
+ import ::df::color_weighted_layer;
14
+ import ::math::*;
15
+ import ::state::*;
16
+
17
+ // VRay 2-Sided Material
18
+ export material VRay2SidedMtl
19
+ (
20
+ material frontMtl = material()
21
+ [[
22
+ anno::in_group("Parameters"),
23
+ anno::display_name("Front material")
24
+ ]],
25
+ material backMtl = frontMtl
26
+ [[
27
+ anno::in_group("Parameters"),
28
+ anno::display_name("Back material")
29
+ ]],
30
+ uniform bool use_backMtl = false
31
+ [[
32
+ anno::in_group("Parameters"),
33
+ anno::display_name("Use back material")
34
+ ]],
35
+ color translucency = color(.5f)
36
+ [[
37
+ anno::in_group("Basic parameters"),
38
+ anno::display_name("Translucency")
39
+ ]],
40
+ color front_tint = color(1.f)
41
+ [[
42
+ anno::in_group("Parameters"),
43
+ anno::display_name("Front tint"),
44
+ anno::hidden()
45
+ ]],
46
+ color back_tint = color(1.f)
47
+ [[
48
+ anno::in_group("Parameters"),
49
+ anno::display_name("Back tint"),
50
+ anno::hidden()
51
+ ]],
52
+ uniform bool multiply_by_front_diffuse = false
53
+ [[
54
+ anno::in_group("Basic parameters"),
55
+ anno::display_name("Multiply by front diffuse"),
56
+ anno::unused(),
57
+ anno::hidden()
58
+ ]]
59
+ )
60
+ [[
61
+ anno::author("NVIDIA Corporation")
62
+ ]]
63
+ = let
64
+ {
65
+ bsdf transmission_bsdf =
66
+ df::diffuse_transmission_bsdf(tint: (front_tint + back_tint)*0.5f);
67
+
68
+
69
+ bsdf front_bsdf =
70
+ df::color_weighted_layer
71
+ (
72
+ weight : translucency,
73
+ layer : transmission_bsdf,
74
+ base : frontMtl.surface.scattering
75
+ );
76
+
77
+ bsdf back_bsdf =
78
+ df::color_weighted_layer
79
+ (
80
+ weight : translucency,
81
+ layer : transmission_bsdf,
82
+ base : backMtl.surface.scattering
83
+ );
84
+
85
+ }
86
+ in material
87
+ (
88
+ ior: frontMtl.ior,
89
+ thin_walled: true,
90
+ geometry: frontMtl.geometry,
91
+ volume: frontMtl.volume,
92
+ surface: material_surface(scattering: front_bsdf),
93
+ backface: material_surface(scattering: use_backMtl ? back_bsdf : front_bsdf)
94
+ );
95
+
96
+ // VRay Blend - Default clear material for unused coat slots
97
+ export material clear_material()
98
+ = material
99
+ (
100
+ ior : color(1.0),
101
+ surface : material_surface(df::specular_bsdf(mode: df::scatter_transmit)),
102
+ geometry: material_geometry(cutout_opacity: 0.0)
103
+ );
104
+
105
+ // VRay Blend Material
106
+ export material VRayBlendMtl(
107
+ material base_mtl = clear_material()
108
+ [[
109
+ anno::in_group("Parameters"),
110
+ anno::display_name("Base material")
111
+ ]],
112
+
113
+ uniform bool enabled1 = false
114
+ [[
115
+ anno::in_group("Parameters"),
116
+ anno::display_name("1: Enable")
117
+ ]],
118
+ material coat_mtl1 = clear_material()
119
+ [[
120
+ anno::in_group("Parameters"),
121
+ anno::display_name("1: Coat material")
122
+ ]],
123
+ color blend_amount1 = color(.5)
124
+ [[
125
+ anno::in_group("Parameters"),
126
+ anno::display_name("1: Blend amount")
127
+ ]],
128
+
129
+ uniform bool enabled2 = false
130
+ [[
131
+ anno::in_group("Parameters"),
132
+ anno::display_name("2: Enable")
133
+ ]],
134
+ material coat_mtl2 = clear_material()
135
+ [[
136
+ anno::in_group("Parameters"),
137
+ anno::display_name("2: Coat material")
138
+ ]],
139
+ color blend_amount2 = color(.5)
140
+ [[
141
+ anno::in_group("Parameters"),
142
+ anno::display_name("2: Blend amount")
143
+ ]],
144
+
145
+ uniform bool enabled3 = false
146
+ [[
147
+ anno::in_group("Parameters"),
148
+ anno::display_name("3: Enable")
149
+ ]],
150
+ material coat_mtl3 = clear_material()
151
+ [[
152
+ anno::in_group("Parameters"),
153
+ anno::display_name("3: Coat material")
154
+ ]],
155
+ color blend_amount3 = color(.5)
156
+ [[
157
+ anno::in_group("Parameters"),
158
+ anno::display_name("3: Blend amount")
159
+ ]],
160
+
161
+ uniform bool enabled4 = false
162
+ [[
163
+ anno::in_group("Parameters"),
164
+ anno::display_name("4: Enable")
165
+ ]],
166
+ material coat_mtl4 = clear_material()
167
+ [[
168
+ anno::in_group("Parameters"),
169
+ anno::display_name("4: Coat material")
170
+ ]],
171
+ color blend_amount4 = color(.5)
172
+ [[
173
+ anno::in_group("Parameters"),
174
+ anno::display_name("4: Blend amount")
175
+ ]],
176
+
177
+ uniform bool enabled5 = false
178
+ [[
179
+ anno::in_group("Parameters"),
180
+ anno::display_name("5: Enable")
181
+ ]],
182
+ material coat_mtl5 = clear_material()
183
+ [[
184
+ anno::in_group("Parameters"),
185
+ anno::display_name("5: Coat material")
186
+ ]],
187
+ color blend_amount5 = color(.5)
188
+ [[
189
+ anno::in_group("Parameters"),
190
+ anno::display_name("5: Blend amount")
191
+ ]],
192
+
193
+ uniform bool enabled6 = false
194
+ [[
195
+ anno::in_group("Parameters"),
196
+ anno::display_name("6: Enable")
197
+ ]],
198
+ material coat_mtl6 = clear_material()
199
+ [[
200
+ anno::in_group("Parameters"),
201
+ anno::display_name("6: Coat material")
202
+ ]],
203
+ color blend_amount6 = color(.5)
204
+ [[
205
+ anno::in_group("Parameters"),
206
+ anno::display_name("6: Blend amount")
207
+ ]],
208
+
209
+ uniform bool enabled7 = false
210
+ [[
211
+ anno::in_group("Parameters"),
212
+ anno::display_name("7: Enable")
213
+ ]],
214
+ material coat_mtl7 = clear_material()
215
+ [[
216
+ anno::in_group("Parameters"),
217
+ anno::display_name("7: Coat material")
218
+ ]],
219
+ color blend_amount7 = color(.5)
220
+ [[
221
+ anno::in_group("Parameters"),
222
+ anno::display_name("7: Blend amount")
223
+ ]],
224
+
225
+ uniform bool enabled8 = false
226
+ [[
227
+ anno::in_group("Parameters"),
228
+ anno::display_name("8: Enable")
229
+ ]],
230
+ material coat_mtl8 = clear_material()
231
+ [[
232
+ anno::in_group("Parameters"),
233
+ anno::display_name("8: Coat material")
234
+ ]],
235
+ color blend_amount8 = color(.5)
236
+ [[
237
+ anno::in_group("Parameters"),
238
+ anno::display_name("8: Blend amount")
239
+ ]],
240
+
241
+ uniform bool enabled9 = false
242
+ [[
243
+ anno::in_group("Parameters"),
244
+ anno::display_name("9: Enable")
245
+ ]],
246
+ material coat_mtl9 = clear_material()
247
+ [[
248
+ anno::in_group("Parameters"),
249
+ anno::display_name("9: Coat material")
250
+ ]],
251
+ color blend_amount9 = color(.5)
252
+ [[
253
+ anno::in_group("Parameters"),
254
+ anno::display_name("9: Blend amount")
255
+ ]],
256
+
257
+ uniform bool additive = false
258
+ [[
259
+ anno::in_group("Parameters"),
260
+ anno::display_name("Additive mode")
261
+ ]]
262
+ )
263
+ [[
264
+ anno::author("NVIDIA Corporation")
265
+ ]]
266
+ = let
267
+ {
268
+ color white(1.0);
269
+ color black(0.0);
270
+
271
+ bsdf additive_bsdf =
272
+ df::color_normalized_mix
273
+ (
274
+ components: df::color_bsdf_component[]
275
+ (
276
+ df::color_bsdf_component
277
+ (
278
+ weight: white,
279
+ component: base_mtl.surface.scattering
280
+ ),
281
+ df::color_bsdf_component
282
+ (
283
+ weight: enabled1 ? blend_amount1 * coat_mtl1.geometry.cutout_opacity : black,
284
+ component: coat_mtl1.surface.scattering
285
+ ),
286
+ df::color_bsdf_component
287
+ (
288
+ weight: enabled2 ? blend_amount2 * coat_mtl2.geometry.cutout_opacity : black,
289
+ component: coat_mtl2.surface.scattering
290
+ ),
291
+ df::color_bsdf_component
292
+ (
293
+ weight: enabled3 ? blend_amount3 * coat_mtl3.geometry.cutout_opacity : black,
294
+ component: coat_mtl3.surface.scattering
295
+ ),
296
+ df::color_bsdf_component
297
+ (
298
+ weight: enabled4 ? blend_amount4 * coat_mtl4.geometry.cutout_opacity : black,
299
+ component: coat_mtl4.surface.scattering
300
+ ),
301
+ df::color_bsdf_component
302
+ (
303
+ weight: enabled5 ? blend_amount5 * coat_mtl5.geometry.cutout_opacity : black,
304
+ component: coat_mtl5.surface.scattering
305
+ ),
306
+ df::color_bsdf_component
307
+ (
308
+ weight: enabled6 ? blend_amount6 * coat_mtl6.geometry.cutout_opacity : black,
309
+ component: coat_mtl6.surface.scattering
310
+ ),
311
+ df::color_bsdf_component
312
+ (
313
+ weight: enabled7 ? blend_amount7 * coat_mtl7.geometry.cutout_opacity : black,
314
+ component: coat_mtl7.surface.scattering
315
+ ),
316
+ df::color_bsdf_component
317
+ (
318
+ weight: enabled8 ? blend_amount8 * coat_mtl8.geometry.cutout_opacity : black,
319
+ component: coat_mtl8.surface.scattering
320
+ ),
321
+ df::color_bsdf_component
322
+ (
323
+ weight: enabled9 ? blend_amount9 * coat_mtl9.geometry.cutout_opacity : black,
324
+ component: coat_mtl9.surface.scattering
325
+ )
326
+ )
327
+ );
328
+
329
+ bsdf blend_bsdf =
330
+ df::color_weighted_layer
331
+ (
332
+ weight: enabled9 ? blend_amount9 * coat_mtl9.geometry.cutout_opacity : black,
333
+ layer: coat_mtl9.surface.scattering,
334
+ base: df::color_weighted_layer
335
+ (
336
+ weight: enabled8 ? blend_amount8 * coat_mtl8.geometry.cutout_opacity : black,
337
+ layer: coat_mtl8.surface.scattering,
338
+ base: df::color_weighted_layer
339
+ (
340
+ weight: enabled7 ? blend_amount7 * coat_mtl7.geometry.cutout_opacity : black,
341
+ layer: coat_mtl7.surface.scattering,
342
+ base: df::color_weighted_layer
343
+ (
344
+ weight: enabled6 ? blend_amount6 * coat_mtl6.geometry.cutout_opacity : black,
345
+ layer: coat_mtl6.surface.scattering,
346
+ base: df::color_weighted_layer
347
+ (
348
+ weight: enabled5 ? blend_amount5 * coat_mtl5.geometry.cutout_opacity : black,
349
+ layer: coat_mtl5.surface.scattering,
350
+ base: df::color_weighted_layer
351
+ (
352
+ weight: enabled4 ? blend_amount4 * coat_mtl4.geometry.cutout_opacity : black,
353
+ layer: coat_mtl4.surface.scattering,
354
+ base: df::color_weighted_layer
355
+ (
356
+ weight: enabled3 ? blend_amount3 * coat_mtl3.geometry.cutout_opacity : black,
357
+ layer: coat_mtl3.surface.scattering,
358
+ base: df::color_weighted_layer
359
+ (
360
+ weight: enabled2 ? blend_amount2 * coat_mtl2.geometry.cutout_opacity : black,
361
+ layer: coat_mtl2.surface.scattering,
362
+ base: df::color_weighted_layer
363
+ (
364
+ weight: enabled1 ? blend_amount1 * coat_mtl1.geometry.cutout_opacity : black,
365
+ layer: coat_mtl1.surface.scattering,
366
+ base: base_mtl.surface.scattering
367
+ )
368
+ )
369
+ )
370
+ )
371
+ )
372
+ )
373
+ )
374
+ )
375
+ );
376
+
377
+ bsdf surface_bsdf = additive ? additive_bsdf : blend_bsdf;
378
+
379
+ } in material
380
+ (
381
+ ior : base_mtl.ior,
382
+ surface : material_surface(scattering: surface_bsdf)
383
+ );
384
+
385
+ // VRay Car Paint
386
+
387
+ // constants for numerical fitted curve to observed flake noise density behavior
388
+ // 1. no jitter, maximum flake diameter
389
+ const float4 ABCD = float4(-26.19771808f, 26.39663835f, 85.53857017f, -102.35069432f);
390
+ const float2 EF = float2(-101.42634862f, 118.45082288f);
391
+ // 2. jitter scale of 0.5f, maximum flake diameter
392
+ const float4 ABCD_J = float4(-0.87962159f, 0.91006603f, 0.76088203f, -0.24953308f);
393
+ const float2 EF_J = float2(-3.11456809f, 2.63430594f);
394
+
395
+ //
396
+ // flake noise utilities
397
+ //
398
+ int hash(int seed, int i)
399
+ {
400
+ return (i ^ seed) * 1075385539;
401
+ }
402
+
403
+ int rnd_init(int3 pos)
404
+ {
405
+ return hash(hash(hash(0, pos.x), pos.y), pos.z);
406
+ }
407
+
408
+ int rnd_next(int seed)
409
+ {
410
+ // xorshift32 using signed int
411
+ seed ^= seed << 13;
412
+ seed ^= seed >>> 17;
413
+ seed ^= seed << 5;
414
+ return seed;
415
+ }
416
+
417
+ float rnd_value(int seed)
418
+ {
419
+ return math::abs(float(seed) * 4.6566e-10f);
420
+ }
421
+
422
+ struct flake_noise_value
423
+ {
424
+ // flake priority (in [0..1], 0: no flake, flakes with higher priority shadow flakes "below" them)
425
+ float priority;
426
+
427
+ // current pseudo random number generator seed
428
+ int rnd_seed;
429
+ };
430
+
431
+ // apply random rotation (using "Fast Random Rotation Matrices" by James Arvo)
432
+ float3 rotate_pos(float3 pos, float3 xi)
433
+ {
434
+ float theta = math::PI * 2.0f * xi.x;
435
+ float phi = math::PI * 2.0f * xi.y;
436
+ float z = xi.z * 2.0f;
437
+
438
+ float r = math::sqrt(z);
439
+ float[2] sp_cp = math::sincos(phi);
440
+ float Vx = sp_cp[0] * r;
441
+ float Vy = sp_cp[1] * r;
442
+ float Vz = math::sqrt(2.0f - z);
443
+
444
+ float[2] st_ct = math::sincos(theta);
445
+ float Sx = Vx * st_ct[1] - Vy * st_ct[0];
446
+ float Sy = Vx * st_ct[0] + Vy * st_ct[1];
447
+
448
+ float3x3 M(
449
+ Vx * Sx - st_ct[1], Vx * Sy - st_ct[0], Vx * Vz,
450
+ Vy * Sx + st_ct[0], Vy * Sy - st_ct[1], Vy * Vz,
451
+ Vz * Sx, Vz * Sy, 1.0f - z);
452
+
453
+ return M * pos;
454
+ }
455
+
456
+ // create a flake normal by importance sampling the Beckmann distribution with given roughness
457
+ float3 flake_normal
458
+ (
459
+ flake_noise_value val,
460
+ float spread
461
+ )
462
+ {
463
+ if (val.priority <= 0.0f)
464
+ return state::normal();
465
+
466
+ int seed0 = rnd_next(val.rnd_seed);
467
+ float xi0 = rnd_value(seed0);
468
+ float xi1 = rnd_value(rnd_next(seed0));
469
+
470
+ float phi = math::PI * 2.0f * xi0;
471
+
472
+ float roughness = spread * spread;
473
+
474
+ float tantheta = math::sqrt(-roughness * roughness * math::log(1.0f - xi1));
475
+ float sintheta = tantheta / math::sqrt(1.0f + tantheta * tantheta);
476
+ float costheta = math::sqrt(1.0f - sintheta * sintheta);
477
+
478
+ float[2] scphi = math::sincos(phi);
479
+ return
480
+ state::texture_tangent_u(0) * scphi[1] * sintheta +
481
+ state::texture_tangent_v(0) * scphi[0] * sintheta +
482
+ state::normal() * costheta;
483
+ }
484
+
485
+ // compute a flake probability for a given flake coverage density x
486
+ float density_to_probability
487
+ (
488
+ float4 abcd,
489
+ float2 ef,
490
+ float x
491
+ )
492
+ {
493
+ float xx = x * x;
494
+ return (abcd.x * xx + abcd.y * x) / (abcd.z * xx * x + abcd.w * xx + ef.x * x + ef.y);
495
+ }
496
+
497
+ // Flake noise function with controllable regularity, flake size, and probability
498
+ flake_noise_value flake_noise
499
+ (
500
+ float3 pos,
501
+ float jitter_scale = 1.0f,
502
+ float flake_diameter = 0.75f,
503
+ float flake_probability = 1.0f,
504
+ int seed_offset = 1
505
+ )
506
+ {
507
+ float3 base_pos = math::floor(pos);
508
+ int3 base_pos_i = int3(base_pos);
509
+
510
+ // limit the flake size to the allowed maximum (such that looking at all neighbors is sufficient)
511
+ flake_diameter = math::min(flake_diameter, (3.f - 0.5f * jitter_scale) / math::sqrt(3.0f));
512
+
513
+ flake_noise_value val(0.0f, 0);
514
+
515
+ for (int i = -1; i < 2; ++i)
516
+ {
517
+ for (int j = -1; j < 2; ++j)
518
+ {
519
+ for (int k = -1; k < 2; ++k)
520
+ {
521
+ int seed = rnd_init((base_pos_i + int3(i, j, k)) + seed_offset);
522
+
523
+ seed = rnd_next(seed);
524
+ if (rnd_value(seed) > flake_probability)
525
+ continue;
526
+
527
+ seed = rnd_next(seed);
528
+ float priority = rnd_value(seed);
529
+ if (priority < val.priority)
530
+ continue;
531
+
532
+ float3 flake_pos = base_pos + float3(i, j, k) + float3(0.5f);
533
+
534
+ if (jitter_scale > 0.0f)
535
+ {
536
+ seed = rnd_next(seed);
537
+ flake_pos.x += (rnd_value(seed) - 0.5f) * jitter_scale;
538
+ seed = rnd_next(seed);
539
+ flake_pos.y += (rnd_value(seed) - 0.5f) * jitter_scale;
540
+ seed = rnd_next(seed);
541
+ flake_pos.z += (rnd_value(seed) - 0.5f) * jitter_scale;
542
+ }
543
+
544
+ float3 p = pos - flake_pos;
545
+ if (math::dot(p, p) >= flake_diameter * flake_diameter * 4.0f)
546
+ continue;
547
+
548
+ float3 xi_rot;
549
+ seed = rnd_next(seed);
550
+ xi_rot.x = rnd_value(seed);
551
+ seed = rnd_next(seed);
552
+ xi_rot.y = rnd_value(seed);
553
+ seed = rnd_next(seed);
554
+ xi_rot.z = rnd_value(seed);
555
+ p = rotate_pos(p, xi_rot);
556
+
557
+ if (math::abs(p.x) <= flake_diameter &&
558
+ math::abs(p.y) <= flake_diameter &&
559
+ math::abs(p.z) <= flake_diameter)
560
+ {
561
+ val.priority = priority;
562
+ val.rnd_seed = seed;
563
+ }
564
+ }
565
+ }
566
+ }
567
+
568
+ return val;
569
+ }
570
+
571
+ // Statistically controlled (area/volume coverage density) flake noise
572
+ flake_noise_value flake_noise
573
+ (
574
+ float3 position,
575
+ float diameter,
576
+ float density = 0.5f,
577
+ int seed_offset = 1,
578
+ bool jittered = false
579
+ )
580
+ {
581
+ float probability = density_to_probability(jittered ? ABCD_J : ABCD, jittered ? EF_J : EF, density);
582
+
583
+ return flake_noise
584
+ (
585
+ pos : position,
586
+ jitter_scale : jittered ? 0.5f : 0.0f,
587
+ flake_diameter : (jittered ? 2.5f*diameter : 3.0f*diameter) / math::sqrt(3.0f),
588
+ flake_probability : probability,
589
+ seed_offset : seed_offset
590
+ );
591
+ }
592
+
593
+ export material VRayCarPaintMtl
594
+ (
595
+ // Base layer
596
+ color base_color = color(0.3f, 0.4f, 0.5f)
597
+ [[
598
+ anno::in_group("Base layer parameters"),
599
+ anno::display_name("Base color")
600
+ ]],
601
+ float base_reflection = 0.5f
602
+ [[
603
+ anno::in_group("Base layer parameters"),
604
+ anno::display_name("Base reflection"),
605
+ anno::hard_range(0.f, 1.f)
606
+ ]],
607
+ float base_glossiness = 0.6f
608
+ [[
609
+ anno::in_group("Base layer parameters"),
610
+ anno::display_name("Base glossiness"),
611
+ anno::hard_range(0.f, 1.f)
612
+ ]],
613
+ uniform bool base_trace_reflections = true
614
+ [[
615
+ anno::in_group("Base layer parameters"),
616
+ anno::display_name("Base trace reflections"),
617
+ anno::unused(),
618
+ anno::hidden()
619
+ ]],
620
+
621
+ // Flake layer
622
+ color flake_color = color(0.3f, 0.4f, 0.8f)
623
+ [[
624
+ anno::in_group("Flake layer parameters"),
625
+ anno::display_name("Flake color")
626
+ ]],
627
+ float flake_glossiness = 0.8f
628
+ [[
629
+ anno::in_group("Flake layer parameters"),
630
+ anno::display_name("Flake glossiness"),
631
+ anno::hard_range(0.f, 1.f)
632
+ ]],
633
+ float flake_orientation = 0.3f
634
+ [[
635
+ anno::in_group("Flake layer parameters"),
636
+ anno::display_name("Flake orientation"),
637
+ anno::hard_range(0.f, 1.f)
638
+ ]],
639
+ uniform float flake_density = 0.5f
640
+ [[
641
+ anno::in_group("Flake layer parameters"),
642
+ anno::display_name("Flake density"),
643
+ anno::hard_range(0.f, 4.f)
644
+ ]],
645
+ uniform float flake_scale = 0.01f
646
+ [[
647
+ anno::in_group("Flake layer parameters"),
648
+ anno::display_name("Flake scale"),
649
+ anno::hard_range(0.f, 1.0e10f)
650
+ ]],
651
+ uniform float flake_size = 0.5f
652
+ [[
653
+ anno::in_group("Flake layer parameters"),
654
+ anno::display_name("Flake size"),
655
+ anno::hard_range(0.f, 1.0e10f)
656
+ ]],
657
+ uniform int flake_seed = 1
658
+ [[
659
+ anno::in_group("Flake layer parameters"),
660
+ anno::display_name("Flake seed"),
661
+ anno::hard_range(1, 65535)
662
+ ]],
663
+ uniform int flake_filtering = 1
664
+ [[
665
+ anno::in_group("Flake layer parameters"),
666
+ anno::display_name("Flake filtering"),
667
+ anno::unused(),
668
+ anno::hidden()
669
+ ]],
670
+ uniform int flake_map_size = 1024
671
+ [[
672
+ anno::in_group("Flake layer parameters"),
673
+ anno::display_name("Flake map size"),
674
+ anno::unused(),
675
+ anno::hidden()
676
+ ]],
677
+ uniform int flake_mapping_type = 0
678
+ [[
679
+ anno::in_group("Flake layer parameters"),
680
+ anno::display_name("Flake mapping type")
681
+ ]],
682
+ uniform int flake_map_channel = 1
683
+ [[
684
+ anno::in_group("Flake layer parameters"),
685
+ anno::display_name("Flake map channel")
686
+ ]],
687
+ uniform bool flake_trace_reflections = true
688
+ [[
689
+ anno::in_group("Flake layer parameters"),
690
+ anno::display_name("Flake trace reflections"),
691
+ anno::unused(),
692
+ anno::hidden()
693
+ ]],
694
+
695
+
696
+ // Coat layer
697
+ color coat_color = color(1.0f)
698
+ [[
699
+ anno::in_group("Coat layer parameters"),
700
+ anno::display_name("Coat color")
701
+ ]],
702
+ float coat_strength = 0.05f
703
+ [[
704
+ anno::in_group("Coat layer parameters"),
705
+ anno::display_name("Coat strength"),
706
+ anno::hard_range(0.f, 1.f)
707
+ ]],
708
+ float coat_glossiness = 1.0f
709
+ [[
710
+ anno::in_group("Coat layer parameters"),
711
+ anno::display_name("Coat glossiness"),
712
+ anno::hard_range(0.f, 1.f)
713
+ ]],
714
+ uniform bool coat_trace_reflections = true
715
+ [[
716
+ anno::in_group("Coat layer parameters"),
717
+ anno::display_name("Coat trace reflections"),
718
+ anno::unused(),
719
+ anno::hidden()
720
+ ]],
721
+
722
+ // Options
723
+ uniform bool double_sided = true
724
+ [[
725
+ anno::in_group("Options"),
726
+ anno::display_name("Double sided")
727
+ ]],
728
+
729
+ // Maps
730
+ float3 base_bump_map = state::normal()
731
+ [[
732
+ anno::in_group("Maps"),
733
+ anno::display_name("Bump Map")
734
+ ]],
735
+ float3 coat_bump_map = state::normal()
736
+ [[
737
+ anno::in_group("Maps"),
738
+ anno::display_name("Coat Map")
739
+ ]],
740
+
741
+ float displacement_map = 0.f
742
+ [[
743
+ anno::in_group("Maps"),
744
+ anno::display_name("Displacement map")
745
+ ]]
746
+
747
+ )
748
+ [[
749
+ anno::author("NVIDIA Corporation")
750
+ ]]
751
+ = let
752
+ {
753
+ // sample flake distribution
754
+ flake_noise_value val = (flake_mapping_type == 1) ?
755
+ flake_noise(state::position() / flake_scale, flake_size*0.5f, flake_density/8.f, flake_seed, true) :
756
+ flake_noise(state::texture_coordinate(flake_map_channel - 1) / flake_scale, flake_size*0.5f, flake_density/2.f, flake_seed, true);
757
+
758
+ bool is_flake = (flake_mapping_type == 1) ?
759
+ flake_density/8.f >= 1.0f || val.priority > 0.0f :
760
+ flake_density/2.f >= 1.0f || val.priority > 0.0f;
761
+
762
+ // Base layer BSDF
763
+ bsdf base_bsdf =
764
+ df::fresnel_layer
765
+ (
766
+ ior : 1.5f,
767
+ weight : base_reflection,
768
+ layer : df::microfacet_ggx_smith_bsdf
769
+ (
770
+ roughness_u : (1.f - base_glossiness)*(1.f - base_glossiness)
771
+ ),
772
+ base : df::diffuse_reflection_bsdf
773
+ (
774
+ tint : base_color
775
+ ),
776
+ normal : base_bump_map
777
+ );
778
+
779
+ // Flakes BSDF
780
+ bsdf flake_bsdf =
781
+ df::microfacet_ggx_smith_bsdf
782
+ (
783
+ tint : flake_color,
784
+ roughness_u : (1.f - flake_glossiness)*(1.f - flake_glossiness)
785
+ );
786
+
787
+ bsdf surface_bsdf =
788
+ df::weighted_layer
789
+ (
790
+ weight : is_flake ? 1.0f : 0.0f,
791
+ normal : flake_normal(val, flake_orientation*0.5f),
792
+ layer : flake_bsdf,
793
+ base : base_bsdf
794
+ );
795
+
796
+
797
+ // Coat layer bsdf
798
+ bsdf coat_bsdf =
799
+ df::color_custom_curve_layer
800
+ (
801
+ normal_reflectivity : coat_color*coat_strength,
802
+ grazing_reflectivity: coat_color,
803
+ layer : df::microfacet_ggx_smith_bsdf
804
+ (
805
+ roughness_u : (1.f - coat_glossiness)*(1.f - coat_glossiness)
806
+ ),
807
+ base : surface_bsdf,
808
+ normal : coat_bump_map
809
+ );
810
+
811
+ } in material
812
+ (
813
+ thin_walled : double_sided,
814
+ surface : material_surface(scattering : coat_bsdf),
815
+ backface : double_sided ? material_surface(scattering: coat_bsdf) : material_surface(),
816
+ geometry : material_geometry(displacement: state::normal()*(displacement_map))
817
+ );
818
+
819
+ export material VRayCarPaintMtl2
820
+ (
821
+ // Base layer
822
+ color base_color = color(0.3f, 0.4f, 0.5f)
823
+ [[
824
+ anno::in_group("Base layer parameters"),
825
+ anno::display_name("Base color")
826
+ ]],
827
+ float base_reflection = 0.5f
828
+ [[
829
+ anno::in_group("Base layer parameters"),
830
+ anno::display_name("Base reflection"),
831
+ anno::hard_range(0.f, 1.f)
832
+ ]],
833
+ float base_glossiness = 0.4f
834
+ [[
835
+ anno::in_group("Base layer parameters"),
836
+ anno::display_name("Base glossiness"),
837
+ anno::hard_range(0.f, 1.f)
838
+ ]],
839
+ float base_glossiness_tail = 2.0f
840
+ [[
841
+ anno::in_group("Base layer parameters"),
842
+ anno::display_name("Base glossiness tail"),
843
+ anno::hard_range(0.001f, 1000.f),
844
+ anno::unused(),
845
+ anno::hidden()
846
+ ]],
847
+ uniform bool base_trace_reflections = true
848
+ [[
849
+ anno::in_group("Base layer parameters"),
850
+ anno::display_name("Base trace reflections"),
851
+ anno::unused(),
852
+ anno::hidden()
853
+ ]],
854
+
855
+ // Flake layer
856
+ color flake_color = color(0.3f, 0.4f, 0.8f)
857
+ [[
858
+ anno::in_group("Flake layer parameters"),
859
+ anno::display_name("Flake color")
860
+ ]],
861
+ color flake_random_color = color(0.3f, 0.4f, 0.8f)
862
+ [[
863
+ anno::in_group("Flake layer parameters"),
864
+ anno::display_name("Flake random color"),
865
+ anno::unused(),
866
+ anno::hidden()
867
+ ]],
868
+ float flake_orientation = 0.05f
869
+ [[
870
+ anno::in_group("Flake layer parameters"),
871
+ anno::display_name("Flake orientation"),
872
+ anno::hard_range(0.f, 1.f)
873
+ ]],
874
+ uniform float flake_orientation_tail = 2.0f
875
+ [[
876
+ anno::in_group("Flake layer parameters"),
877
+ anno::display_name("Flake orientation tail"),
878
+ anno::hard_range(0.01f, 1000.f),
879
+ anno::unused(),
880
+ anno::hidden()
881
+ ]],
882
+ uniform float flake_glossiness = 0.9f
883
+ [[
884
+ anno::in_group("Flake layer parameters"),
885
+ anno::display_name("Flake glossiness"),
886
+ anno::hard_range(0.f, 1.f)
887
+ ]],
888
+ uniform float flake_density = 4.0f
889
+ [[
890
+ anno::in_group("Flake layer parameters"),
891
+ anno::display_name("Flake density"),
892
+ anno::hard_range(0.f, 7.f)
893
+ ]],
894
+ uniform float flake_uvw_scale = 1.0f
895
+ [[
896
+ anno::in_group("Flake layer parameters"),
897
+ anno::display_name("Flake UVW scale"),
898
+ anno::hard_range(0.f, 1.0e10f),
899
+ anno::enable_if("flake_mapping_type == 0")
900
+ ]],
901
+ uniform float flake_object_xyz_scale = 1.0f
902
+ [[
903
+ anno::in_group("Flake layer parameters"),
904
+ anno::display_name("Flake Object XYZ scale"),
905
+ anno::hard_range(0.f, 1.0e10f),
906
+ anno::enable_if("flake_mapping_type == 1")
907
+ ]],
908
+ uniform float flake_size = 0.5f
909
+ [[
910
+ anno::in_group("Flake layer parameters"),
911
+ anno::display_name("Flake size"),
912
+ anno::hard_range(0.f, 1.0e10f)
913
+ ]],
914
+ uniform int flake_seed = 1
915
+ [[
916
+ anno::in_group("Flake layer parameters"),
917
+ anno::display_name("Flake seed"),
918
+ anno::hard_range(1, 65535)
919
+ ]],
920
+ uniform int flake_map_size = 2048
921
+ [[
922
+ anno::in_group("Flake layer parameters"),
923
+ anno::display_name("Flake map size"),
924
+ anno::unused(),
925
+ anno::hidden()
926
+ ]],
927
+ uniform int flake_mapping_type = 0
928
+ [[
929
+ anno::in_group("Flake layer parameters"),
930
+ anno::display_name("Flake mapping type"),
931
+ anno::hard_range(0, 1)
932
+ ]],
933
+ uniform int flake_map_channel = 1
934
+ [[
935
+ anno::in_group("Flake layer parameters"),
936
+ anno::display_name("Flake map channel")
937
+ ]],
938
+ uniform bool flake_trace_reflections = true
939
+ [[
940
+ anno::in_group("Flake layer parameters"),
941
+ anno::display_name("Flake trace reflections"),
942
+ anno::unused(),
943
+ anno::hidden()
944
+ ]],
945
+
946
+ // Coat layer
947
+ color coat_color = color(1.0f)
948
+ [[
949
+ anno::in_group("Coat layer parameters"),
950
+ anno::display_name("Coat color")
951
+ ]],
952
+ float coat_amount = 1.0f
953
+ [[
954
+ anno::in_group("Coat layer parameters"),
955
+ anno::display_name("Coat amount"),
956
+ anno::hard_range(0.f, 1.f)
957
+ ]],
958
+ float coat_ior = 1.5f
959
+ [[
960
+ anno::in_group("Coat layer parameters"),
961
+ anno::display_name("Coat IOR"),
962
+ anno::hard_range(0.f, 100.f)
963
+ ]],
964
+ float coat_glossiness = 1.0f
965
+ [[
966
+ anno::in_group("Coat layer parameters"),
967
+ anno::display_name("Coat glossiness"),
968
+ anno::hard_range(0.f, 1.f)
969
+ ]],
970
+ uniform bool coat_trace_reflections = true
971
+ [[
972
+ anno::in_group("Coat layer parameters"),
973
+ anno::display_name("Coat trace reflections"),
974
+ anno::unused(),
975
+ anno::hidden()
976
+ ]],
977
+
978
+ // Options
979
+ uniform bool double_sided = true
980
+ [[
981
+ anno::in_group("Options"),
982
+ anno::display_name("Double sided")
983
+ ]],
984
+
985
+ // Maps
986
+ float3 base_bump_map = state::normal()
987
+ [[
988
+ anno::in_group("Maps"),
989
+ anno::display_name("Bump Map")
990
+ ]],
991
+ float3 coat_bump_map = state::normal()
992
+ [[
993
+ anno::in_group("Maps"),
994
+ anno::display_name("Coat Map")
995
+ ]],
996
+
997
+ float displacement_map = 0.f
998
+ [[
999
+ anno::in_group("Maps"),
1000
+ anno::display_name("Displacement map")
1001
+ ]]
1002
+
1003
+ )
1004
+ [[
1005
+ anno::author("NVIDIA Corporation")
1006
+ ]]
1007
+ = let
1008
+ {
1009
+ // sample flake distribution
1010
+ flake_noise_value val = (flake_mapping_type == 1) ?
1011
+ // Object XYZ
1012
+ flake_noise(state::position() / flake_object_xyz_scale*2.f, flake_size*0.8f, flake_density/7.f, flake_seed, true) :
1013
+ // UVW
1014
+ 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);
1015
+
1016
+ bool is_flake = flake_density/7.f >= 1.0f || val.priority > 0.0f;
1017
+
1018
+ // Base layer BSDF
1019
+ bsdf base_bsdf =
1020
+ df::fresnel_layer
1021
+ (
1022
+ ior : 1.5f,
1023
+ weight : base_reflection,
1024
+ layer : df::microfacet_ggx_smith_bsdf
1025
+ (
1026
+ roughness_u : (1.f - base_glossiness)*(1.f - base_glossiness)
1027
+ ),
1028
+ base : df::diffuse_reflection_bsdf
1029
+ (
1030
+ tint : base_color
1031
+ ),
1032
+ normal : base_bump_map
1033
+ );
1034
+
1035
+ // Flakes BSDF
1036
+ bsdf flake_bsdf =
1037
+ df::microfacet_ggx_smith_bsdf
1038
+ (
1039
+ tint : flake_color,
1040
+ roughness_u : (1.f - flake_glossiness)*(1.f - flake_glossiness)
1041
+ );
1042
+
1043
+ bsdf surface_bsdf =
1044
+ df::weighted_layer
1045
+ (
1046
+ weight : is_flake ? 1.0f : 0.0f,
1047
+ normal : flake_normal(val, flake_orientation*0.5f),
1048
+ layer : flake_bsdf,
1049
+ base : base_bsdf
1050
+ );
1051
+
1052
+ bsdf coat_bsdf =
1053
+ df::fresnel_layer
1054
+ (
1055
+ ior : coat_ior,
1056
+ // ior : invert_coat_ior ? 1.f/(coat_ior + 0.01f) : coat_ior,
1057
+ weight : coat_amount,
1058
+ layer : df::simple_glossy_bsdf
1059
+ (
1060
+ tint : color(1.0f),
1061
+ roughness_u : (1.f - coat_glossiness)*(1.f - coat_glossiness),
1062
+ mode : df::scatter_reflect
1063
+ ),
1064
+ //base : surface_bsdf,
1065
+ base : df::tint
1066
+ (
1067
+ tint : coat_color,//math::lerp(color(1.f), coat_color, coat_amount),
1068
+ base : surface_bsdf
1069
+ ),
1070
+ normal : coat_bump_map
1071
+ );
1072
+
1073
+ } in material
1074
+ (
1075
+ thin_walled : double_sided,
1076
+ surface : material_surface(scattering : coat_bsdf),
1077
+ backface : double_sided ? material_surface(scattering: coat_bsdf) : material_surface(),
1078
+ geometry : material_geometry(displacement: state::normal()*(displacement_map))
1079
+ );
1080
+
1081
+ // VRay Light Material
1082
+ export material VRayLightMtl
1083
+ (
1084
+ color emission = color(1.0)
1085
+ [[
1086
+ anno::in_group("Parameters"),
1087
+ anno::display_name("Emission")
1088
+ ]],
1089
+ uniform float emission_mult = 1.0
1090
+ [[
1091
+ anno::in_group("Parameters"),
1092
+ anno::display_name("Mutliplier")
1093
+ ]],
1094
+ color opacity = color(1.0)
1095
+ [[
1096
+ anno::in_group("Parameters"),
1097
+ anno::display_name("Opacity")
1098
+ ]],
1099
+ uniform bool emit_on_backside = false
1100
+ [[
1101
+ anno::in_group("Parameters"),
1102
+ anno::display_name("Emit light on back side")
1103
+ ]],
1104
+ uniform bool mult_emission_by_opacity = false
1105
+ [[
1106
+ anno::in_group("Parameters"),
1107
+ anno::display_name("Mutliply emission by opacity")
1108
+ ]],
1109
+ float displacement = 0.f
1110
+ [[
1111
+ anno::in_group("Parameters"),
1112
+ anno::display_name("Displacement")
1113
+ ]],
1114
+ uniform float displace_amnt = 1.f
1115
+ [[
1116
+ anno::in_group("Parameters"),
1117
+ anno::display_name("Displacement amount")
1118
+ ]]
1119
+ )
1120
+ [[
1121
+ anno::author("NVIDIA Corporation")
1122
+ ]]
1123
+ = let
1124
+ {
1125
+ color emission_color = mult_emission_by_opacity ?
1126
+ (emission*opacity*opacity)*emission_mult :
1127
+ (emission*opacity)*emission_mult;
1128
+
1129
+ bsdf surface_bsdf =
1130
+ df::simple_glossy_bsdf
1131
+ (
1132
+ mode: df::scatter_transmit,
1133
+ tint: color(1.f) - opacity,
1134
+ roughness_u: 0
1135
+ );
1136
+
1137
+ material_surface emit_surface = material_surface(
1138
+ scattering: surface_bsdf,
1139
+ emission: material_emission(
1140
+ emission: df::diffuse_edf(),
1141
+ intensity: emission_color));
1142
+ } in material
1143
+ (
1144
+ ior : color(1.0),
1145
+ thin_walled : emit_on_backside,
1146
+ surface : emit_surface,
1147
+ backface : emit_on_backside ? emit_surface : material_surface(),
1148
+ geometry : material_geometry(
1149
+ displacement: state::normal()*(displacement*displace_amnt))
1150
+ );
1151
+
1152
+ // VRay Material - Translucency Mode
1153
+ export enum VRay_translucency_mode
1154
+ [[
1155
+ anno::hidden()
1156
+ ]]
1157
+ {
1158
+ translucency_none,
1159
+ translucency_hard,//all modes will likely trigger the same mdl code but value might be usefull for other means
1160
+ translucency_soft,
1161
+ translucency_hybrid
1162
+ };
1163
+
1164
+ // VRay Material - BRDF Mode
1165
+ export enum VRay_brdf_mode
1166
+ [[
1167
+ anno::hidden()
1168
+ ]]
1169
+ {
1170
+ brdf_phong,
1171
+ brdf_blinn,
1172
+ brdf_ward,
1173
+ brdf_ggx
1174
+ };
1175
+
1176
+ // VRay Material - Glossy Mode
1177
+ export enum VRay_brdf_glossy_mode
1178
+ [[
1179
+ anno::hidden()
1180
+ ]]
1181
+ {
1182
+ brdf_roughness,
1183
+ brdf_glossiness
1184
+ };
1185
+
1186
+ // VRay Material
1187
+ export material VRayMtl(
1188
+ color Diffuse = color(0.5f)
1189
+ [[
1190
+ anno::in_group("Diffuse Parameters"),
1191
+ anno::display_name("Diffuse")
1192
+ ]],
1193
+ uniform float diffuse_roughness = 0.f
1194
+ [[
1195
+ anno::in_group("Diffuse Parameters"),
1196
+ anno::display_name("Roughness"),
1197
+ anno::hard_range(0.f, 1.f)
1198
+ ]],
1199
+
1200
+ color Reflection = color(0.f)
1201
+ [[
1202
+ anno::in_group("Reflections"),
1203
+ anno::display_name("Reflect")
1204
+ ]],
1205
+ float reflection_glossiness = 1.f
1206
+ [[
1207
+ anno::in_group("Reflections"),
1208
+ anno::display_name("Glossiness"),
1209
+ anno::hard_range(0.f, 1.f)
1210
+ ]],
1211
+ uniform bool reflection_fresnel = true
1212
+ [[
1213
+ anno::in_group("Reflections"),
1214
+ anno::display_name("Fresnel reflections")
1215
+ ]],
1216
+ float reflection_ior = 1.6f
1217
+ [[
1218
+ anno::in_group("Reflections"),
1219
+ anno::display_name("Fresnel IOR"),
1220
+ anno::soft_range(0.2f, 5.f),
1221
+ anno::hard_range(1.e-6f, 100.f)
1222
+ ]],
1223
+ uniform bool reflection_lockIOR = true
1224
+ [[
1225
+ anno::in_group("Reflections"),
1226
+ anno::display_name("Lock IOR")
1227
+ ]],
1228
+ uniform bool invert_reflection_ior = false
1229
+ [[
1230
+ anno::in_group("Reflections"),
1231
+ anno::hidden()
1232
+ ]],
1233
+ float reflection_metalness = 0.f
1234
+ [[
1235
+ anno::in_group("Reflections"),
1236
+ anno::display_name("Metalness"),
1237
+ anno::hard_range(0.f, 1.f)
1238
+ ]],
1239
+
1240
+ color Refraction = color(0.f)
1241
+ [[
1242
+ anno::in_group("Refractions"),
1243
+ anno::display_name("Refract")
1244
+ ]],
1245
+ float refraction_glossiness = 1.f
1246
+ [[
1247
+ anno::in_group("Refractions"),
1248
+ anno::display_name("Glossiness"),
1249
+ anno::hard_range(0.f, 1.f)
1250
+ ]],
1251
+ uniform float refraction_ior = 1.6f // not textureable to be physically plausible
1252
+ [[
1253
+ anno::in_group("Refractions"),
1254
+ anno::display_name("IOR"),
1255
+ anno::soft_range(0.2,5.),
1256
+ anno::hard_range(1.e-6f, 100.f)
1257
+ ]],
1258
+ uniform bool invert_refraction_ior = false
1259
+ [[
1260
+ anno::in_group("Refractions"),
1261
+ anno::hidden()
1262
+ ]],
1263
+ uniform bool refraction_dispersion_on = false
1264
+ [[
1265
+ anno::in_group("Refractions"),
1266
+ anno::display_name("Enable dispersion"),
1267
+ anno::unused(),
1268
+ anno::hidden()
1269
+ ]],
1270
+ uniform float refraction_dispersion = 50.f
1271
+ [[
1272
+ anno::in_group("Refractions"),
1273
+ anno::display_name("Abbe number"),
1274
+ anno::soft_range(10.f, 100.f),
1275
+ anno::hard_range(1.f, 150.f),
1276
+ anno::unused(),
1277
+ anno::hidden()
1278
+ ]],
1279
+
1280
+ color refraction_fogColor = color(1.f)
1281
+ [[
1282
+ anno::in_group("Fog"),
1283
+ anno::display_name("Color"),
1284
+ anno::unused(),
1285
+ anno::hidden()
1286
+ ]],
1287
+ uniform float refraction_fogBias = 0.f
1288
+ [[
1289
+ anno::in_group("Fog"),
1290
+ anno::display_name("Bias"),
1291
+ anno::unused(),
1292
+ anno::hidden()
1293
+ ]],
1294
+ uniform float refraction_fogMult = 1.f
1295
+ [[
1296
+ anno::in_group("Fog"),
1297
+ anno::display_name("Multiplier"),
1298
+ anno::unused(),
1299
+ anno::hidden()
1300
+ ]],
1301
+
1302
+ uniform VRay_translucency_mode translucency_on = translucency_none
1303
+ [[
1304
+ anno::in_group("Translucency"),
1305
+ anno::display_name("Enable translucency"),
1306
+ anno::unused(),
1307
+ anno::hidden()
1308
+ ]],
1309
+ uniform float translucency_scatterCoeff = 0.f
1310
+ [[
1311
+ anno::in_group("Translucency"),
1312
+ anno::display_name("Scatter coeff"),
1313
+ anno::unused(),
1314
+ anno::hidden()
1315
+ ]],
1316
+ uniform float translucency_fbCoeff = 1.f
1317
+ [[
1318
+ anno::in_group("Translucency"),
1319
+ anno::display_name("Fwd/Bck coeff"),
1320
+ anno::unused(),
1321
+ anno::hidden()
1322
+ ]],
1323
+ uniform color translucency_color = color(1.f)
1324
+ [[
1325
+ anno::in_group("Translucency"),
1326
+ anno::display_name("Back-side color"),
1327
+ anno::unused(),
1328
+ anno::hidden()
1329
+ ]],
1330
+
1331
+ color self_illumination = color(0.f)
1332
+ [[
1333
+ anno::in_group("Self-Illumination"),
1334
+ anno::display_name("Self-illumination")
1335
+ ]],
1336
+ uniform float self_illumination_multiplier = 1.f
1337
+ [[
1338
+ anno::in_group("Self-Illumination"),
1339
+ anno::display_name("Multiplier")
1340
+ ]],
1341
+
1342
+ float coat_amount = 0.f
1343
+ [[
1344
+ anno::in_group("Coat Parameters"),
1345
+ anno::display_name("Coat amount"),
1346
+ anno::hard_range(0.f, 1.f)
1347
+ ]],
1348
+ color coat_color = color(1.f)
1349
+ [[
1350
+ anno::in_group("Coat Parameters"),
1351
+ anno::display_name("Coat color")
1352
+ ]],
1353
+ float coat_glossiness = 1.f
1354
+ [[
1355
+ anno::in_group("Coat Parameters"),
1356
+ anno::display_name("Coat glossiness"),
1357
+ anno::hard_range(0.f, 1.f)
1358
+ ]],
1359
+ float coat_ior = 1.6f
1360
+ [[
1361
+ anno::in_group("Coat Parameters"),
1362
+ anno::display_name("Coat IOR"),
1363
+ anno::soft_range(0.2,5.),
1364
+ anno::hard_range(1.e-6f, 100.f)
1365
+ ]],
1366
+ uniform bool invert_coat_ior = false
1367
+ [[
1368
+ anno::in_group("Coat Parameters"),
1369
+ anno::hidden()
1370
+ ]],
1371
+ bool coat_bump_lock = false
1372
+ [[
1373
+ anno::in_group("Coat Parameters"),
1374
+ anno::display_name("lock coat bump to base bump")
1375
+ ]],
1376
+
1377
+ color sheen_color = color(0.f)
1378
+ [[
1379
+ anno::in_group("Sheen Parameters"),
1380
+ anno::display_name("Sheen color"),
1381
+ anno::unused(),
1382
+ anno::hidden()
1383
+ ]],
1384
+ float sheen_glossiness = 0.8f
1385
+ [[
1386
+ anno::in_group("Sheen Parameters"),
1387
+ anno::display_name("Sheen glossiness"),
1388
+ anno::hard_range(0.f, 1.f),
1389
+ anno::unused(),
1390
+ anno::hidden()
1391
+ ]],
1392
+
1393
+ uniform VRay_brdf_mode brdf_type = brdf_ggx
1394
+ [[
1395
+ anno::in_group("BRDF"),
1396
+ anno::display_name("BRDF type"),
1397
+ anno::unused(),
1398
+ anno::hidden()
1399
+ ]],
1400
+ uniform VRay_brdf_glossy_mode brdf_useRoughness = brdf_glossiness
1401
+ [[
1402
+ anno::in_group("BRDF"),
1403
+ anno::display_name("BRDF glossiness"),
1404
+ anno::hidden()
1405
+ ]],
1406
+ float anisotropy = 0.f
1407
+ [[
1408
+ anno::in_group("BRDF"),
1409
+ anno::display_name("Anisotropy"),
1410
+ anno::hard_range(-1.f, 1.f),
1411
+ anno::unused(),
1412
+ anno::hidden()
1413
+ ]],
1414
+ float anisotropy_rotation = 0.f
1415
+ [[
1416
+ anno::in_group("BRDF"),
1417
+ anno::display_name("Rotation"),
1418
+ anno::hard_range(-10000.f, 10000.f),
1419
+ anno::unused(),
1420
+ anno::hidden()
1421
+ ]],
1422
+ uniform int anisotropy_channel = 0 //=1 in max
1423
+ [[
1424
+ anno::in_group("BRDF"),
1425
+ anno::display_name("Map channel"),
1426
+ anno::unused(),
1427
+ anno::hidden()
1428
+ ]],
1429
+
1430
+ float3 texmap_bump = state::normal()
1431
+ [[
1432
+ anno::in_group("Maps"),
1433
+ anno::display_name("Bump Map")
1434
+ ]],
1435
+ float3 texmap_coat_bump = state::normal()
1436
+ [[
1437
+ anno::in_group("Maps"),
1438
+ anno::display_name("Coat Map")
1439
+ ]],
1440
+ float texmap_opacity = 1.0f
1441
+ [[
1442
+ anno::in_group("Maps"),
1443
+ anno::display_name("Opacity Map")
1444
+ ]],
1445
+
1446
+ uniform bool thin_walled = false
1447
+ [[
1448
+ anno::in_group("Options"),
1449
+ anno::hidden()
1450
+ ]]
1451
+ )
1452
+ [[
1453
+ anno::author("NVIDIA Corporation")
1454
+ ]]
1455
+ = let
1456
+ {
1457
+ float reflection_roughness = brdf_useRoughness == brdf_roughness ?
1458
+ reflection_glossiness : math::pow((1.f - reflection_glossiness), 2.f);
1459
+
1460
+ float refraction_roughness = brdf_useRoughness == brdf_roughness ?
1461
+ refraction_glossiness : math::pow((1.f - refraction_glossiness), 2.f);
1462
+
1463
+
1464
+ float refl_ior = invert_reflection_ior ? 1.f/(reflection_ior + 0.01f) : reflection_ior;
1465
+ float refr_ior = invert_refraction_ior ? 1.f/(refraction_ior + 0.01f) : refraction_ior;
1466
+
1467
+ float fresnel_ior = reflection_lockIOR ? refr_ior : refl_ior;
1468
+ float R0 = math::pow((1.f - fresnel_ior)/(1.f + fresnel_ior), 2.f);
1469
+
1470
+ // diffuse
1471
+ bsdf diffuse_bsdf =
1472
+ df::weighted_layer
1473
+ (
1474
+ weight : 1.f,
1475
+ layer : df::diffuse_reflection_bsdf
1476
+ (
1477
+ tint : Diffuse,
1478
+ roughness : diffuse_roughness
1479
+ ),
1480
+ normal : texmap_bump
1481
+ );
1482
+
1483
+ // transmission
1484
+ bsdf glossy_transmission_bsdf =
1485
+ df::simple_glossy_bsdf(
1486
+ mode: df::scatter_transmit,
1487
+ tint: color(1.f),
1488
+ roughness_u: refraction_roughness
1489
+ );
1490
+
1491
+ // reflection
1492
+ bsdf glossy_reflection_bsdf =
1493
+ df::simple_glossy_bsdf(
1494
+ mode: df::scatter_reflect,
1495
+ tint: reflection_fresnel ? Reflection : color(1.f),
1496
+ roughness_u: reflection_roughness
1497
+ );
1498
+
1499
+ // diffuse glossy reflection
1500
+ bsdf diffuse_glossy_reflection_bsdf =
1501
+ df::simple_glossy_bsdf(
1502
+ mode: df::scatter_reflect,
1503
+ tint: Diffuse,
1504
+ roughness_u: reflection_roughness
1505
+ );
1506
+
1507
+ // surface
1508
+ bsdf surface_bsdf =
1509
+ df::color_custom_curve_layer
1510
+ (
1511
+ normal_reflectivity : reflection_fresnel ? color(R0) : Reflection,
1512
+ grazing_reflectivity: reflection_fresnel ? color(1.f) : Reflection,
1513
+ layer : glossy_reflection_bsdf,
1514
+ base :
1515
+ df::weighted_layer
1516
+ (
1517
+ weight : reflection_metalness,
1518
+ layer : diffuse_glossy_reflection_bsdf,
1519
+ base :
1520
+ df::color_weighted_layer
1521
+ (
1522
+ weight : Refraction,
1523
+ layer : glossy_transmission_bsdf,
1524
+ base : diffuse_bsdf,
1525
+ normal : texmap_bump
1526
+ ),
1527
+ normal : texmap_bump
1528
+ ),
1529
+ normal : texmap_bump
1530
+ );
1531
+
1532
+ // coat
1533
+ bsdf coat_bsdf =
1534
+ df::fresnel_layer
1535
+ (
1536
+ ior : invert_coat_ior ? 1.f/(coat_ior + 0.01f) : coat_ior,
1537
+ weight : coat_amount,
1538
+ layer : df::simple_glossy_bsdf
1539
+ (
1540
+ tint : color(1.f),
1541
+ roughness_u : math::pow((1.f - coat_glossiness), 2.f),
1542
+ mode : df::scatter_reflect
1543
+ ),
1544
+ base : df::tint
1545
+ (
1546
+ tint : math::lerp(color(1.f), coat_color, coat_amount),
1547
+ base : surface_bsdf
1548
+ ),
1549
+ normal : coat_bump_lock ? texmap_bump : texmap_coat_bump
1550
+ );
1551
+
1552
+ }
1553
+ in material
1554
+ (
1555
+ ior : color(refr_ior),
1556
+ thin_walled : thin_walled,
1557
+ surface : material_surface
1558
+ (
1559
+ scattering : coat_bsdf,
1560
+ emission : material_emission
1561
+ (
1562
+ emission : df::diffuse_edf(),
1563
+ intensity : self_illumination*self_illumination_multiplier
1564
+ )
1565
+ ),
1566
+ geometry : material_geometry
1567
+ (
1568
+ cutout_opacity: texmap_opacity
1569
+ )
1570
+ );
1571
+
1572
+ // VRay-Fast-SSS-2 Material
1573
+ export material VRayFastSSS2
1574
+ (
1575
+ // General parameters
1576
+ uniform float scale = 1.f
1577
+ [[
1578
+ anno::in_group("General Parameters"),
1579
+ anno::display_name("Scale"),
1580
+ anno::hard_range(0.f, 10000.f)
1581
+ ]],
1582
+ uniform float ior = 1.3f
1583
+ [[
1584
+ anno::in_group("General Parameters"),
1585
+ anno::display_name("IOR"),
1586
+ anno::hard_range(0.f, 100.f)
1587
+ ]],
1588
+
1589
+ // Diffuse and SSS Layers
1590
+ color overall_color = color(1.f)
1591
+ [[
1592
+ anno::in_group("Diffuse and SSS Layers"),
1593
+ anno::display_name("Overall color")
1594
+ ]],
1595
+ color diffuse_color = color(0.5f)
1596
+ [[
1597
+ anno::in_group("Diffuse and SSS Layers"),
1598
+ anno::display_name("Diffuse color")
1599
+ ]],
1600
+ float diffuse_amnt = 0.f
1601
+ [[
1602
+ anno::in_group("Diffuse and SSS Layers"),
1603
+ anno::display_name("Diffuse amount"),
1604
+ anno::hard_range(0.f, 1.f)
1605
+ ]],
1606
+ uniform int color_mode = 0
1607
+ [[
1608
+ anno::in_group("Diffuse and SSS Layers"),
1609
+ anno::display_name("Color mode"),
1610
+ anno::unused(),
1611
+ anno::hidden()
1612
+ ]],
1613
+ color sub_surface_color = color(0.5f)
1614
+ [[
1615
+ anno::in_group("Diffuse and SSS Layers"),
1616
+ anno::display_name("Sub-surface color")
1617
+ ]],
1618
+ color scatter_color = color(0.5f)
1619
+ [[
1620
+ anno::in_group("Diffuse and SSS Layers"),
1621
+ anno::display_name("Scatter color")
1622
+ ]],
1623
+ float scatter_radius = 1.f
1624
+ [[
1625
+ anno::in_group("Diffuse and SSS Layers"),
1626
+ anno::display_name("Scatter radius")
1627
+ ]],
1628
+ uniform float phase_function = 0.f
1629
+ [[
1630
+ anno::in_group("Diffuse and SSS Layers"),
1631
+ anno::display_name("Phase function"),
1632
+ anno::hard_range(-1.f, 1.f)
1633
+ ]],
1634
+
1635
+ // Specular Layer
1636
+ color specular_color = color(1.f)
1637
+ [[
1638
+ anno::in_group("Specular Layer"),
1639
+ anno::display_name("Specular color")
1640
+ ]],
1641
+ float specular_amnt = 1.f
1642
+ [[
1643
+ anno::in_group("Specular Layer"),
1644
+ anno::display_name("Specular color"),
1645
+ anno::hard_range(0.f, 1.f)
1646
+ ]],
1647
+ float specular_glossiness = 0.6f
1648
+ [[
1649
+ anno::in_group("Specular Layer"),
1650
+ anno::display_name("Specular glossiness"),
1651
+ anno::hard_range(0.f, 1.f)
1652
+ ]],
1653
+
1654
+ // Bump
1655
+ float3 texmap_bump = state::normal()
1656
+ [[
1657
+ anno::in_group("Maps"),
1658
+ anno::display_name("Bump Map")
1659
+ ]]
1660
+ )
1661
+ [[
1662
+ anno::author("NVIDIA Corporation")
1663
+ ]]
1664
+ = let
1665
+ {
1666
+ float inv_radius = -100.f/(scatter_radius*scale);
1667
+ float inv_div = 1.f/(1.f + math::max_value(scatter_color));
1668
+ color extinction = math::log(sub_surface_color*inv_div)*inv_radius;
1669
+ color s = color(4.09712f) + 4.20863f*scatter_color - math::sqrt(9.59217f + 41.6808f*scatter_color + 17.7126f*scatter_color*scatter_color);
1670
+ color ss_albedo = s*s;
1671
+
1672
+ color absorption = extinction*ss_albedo;
1673
+ color scattering = extinction - absorption;
1674
+
1675
+ bsdf diffuse_sss_bsdf = df::weighted_layer
1676
+ (
1677
+ weight : diffuse_amnt,
1678
+ layer : df::diffuse_reflection_bsdf
1679
+ (
1680
+ tint : diffuse_color
1681
+ ),
1682
+ base : df::diffuse_transmission_bsdf()
1683
+ );
1684
+
1685
+ bsdf specular_bsdf = df::simple_glossy_bsdf
1686
+ (
1687
+ mode : df::scatter_reflect,
1688
+ tint : specular_color*specular_amnt,
1689
+ roughness_u : 1.f - specular_glossiness
1690
+ );
1691
+
1692
+ bsdf overall_bsdf = df::tint
1693
+ (
1694
+ tint : overall_color,
1695
+ base : df::fresnel_layer
1696
+ (
1697
+ ior : ior,
1698
+ layer : specular_bsdf,
1699
+ base : diffuse_sss_bsdf
1700
+ )
1701
+
1702
+ );
1703
+
1704
+ }
1705
+ in material
1706
+ (
1707
+ ior : color(ior),
1708
+ surface : material_surface
1709
+ (
1710
+ scattering : overall_bsdf
1711
+ ),
1712
+ volume : material_volume
1713
+ (
1714
+ scattering : df::anisotropic_vdf(phase_function),
1715
+ absorption_coefficient : absorption,
1716
+ scattering_coefficient : scattering
1717
+ ),
1718
+ geometry: material_geometry
1719
+ (
1720
+ normal: texmap_bump
1721
+ )
1722
+
1723
+ );
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0004.mdl ADDED
@@ -0,0 +1,943 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ // Copyright 2023 NVIDIA Corporation. All rights reserved.
2
+ //
3
+ // NVIDIA CORPORATION and its licensors retain all intellectual property
4
+ // and proprietary rights in and to this software, related documentation
5
+ // and any modifications thereto. Any use, reproduction, disclosure or
6
+ // distribution of this software and related documentation without an express
7
+ // license agreement from NVIDIA CORPORATION is strictly prohibited.
8
+
9
+ mdl 1.6;
10
+
11
+ import ::anno::*;
12
+ import ::base::*;
13
+ import ::math::*;
14
+ import ::state::*;
15
+ import ::tex::*;
16
+
17
+ export using ::base import texture_return;
18
+
19
+ // Returns the normal n in tangent space, given n is in internal space.
20
+ float3 transform_internal_to_tangent(float3 n)
21
+ {
22
+ return
23
+ n.x * float3(state::texture_tangent_u(0).x, state::texture_tangent_v(0).x, state::normal().x) +
24
+ n.y * float3(state::texture_tangent_u(0).y, state::texture_tangent_v(0).y, state::normal().y) +
25
+ n.z * float3(state::texture_tangent_u(0).z, state::texture_tangent_v(0).z, state::normal().z);
26
+ }
27
+
28
+ // 3dsmax Bitmap Transformation Matrix
29
+ uniform float4x4 max_rotation_translation_scale
30
+ (
31
+ uniform float3 rotation = float3(0.)
32
+ [[ anno::description("Rotation applied to every UVW coordinate") ]],
33
+ uniform float3 translation = float3(0.)
34
+ [[ anno::description("Offset applied to every UVW coordinate") ]],
35
+ uniform float3 scaling = float3(1.)
36
+ [[ anno::description("Scale applied to every UVW coordinate") ]],
37
+ uniform bool u_mirror = false
38
+ [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]],
39
+ uniform bool v_mirror = false
40
+ [[ anno::description("Mirror repeat has twice the number of textures in the same space") ]]
41
+ )
42
+ [[
43
+ anno::description("Construct transformation matrix from Euler rotation, translation and scale")
44
+ ]]
45
+ {
46
+ float4x4 scale =
47
+ float4x4(u_mirror?scaling.x*2.:scaling.x , 0. , 0. , 0.,
48
+ 0. , v_mirror?scaling.y*2.:scaling.y , 0. , 0.,
49
+ 0. , 0. , scaling.z , 0.,
50
+ u_mirror?1.:.5 , v_mirror?1.:.5 , .5 , 1.);
51
+
52
+ float4x4 translate =
53
+ float4x4(1. , 0. , 0. , 0.,
54
+ 0. , 1. , 0. , 0.,
55
+ 0. , 0. , 1. , 0.,
56
+ -0.5-translation.x, -0.5-translation.y, -0.5-translation.z, 1.);
57
+
58
+
59
+ // Euler rotation matrix xyz order
60
+ float3 s = math::sin(rotation);
61
+ float3 c = math::cos(rotation);
62
+ float4x4 rotate =
63
+ float4x4( c.y*c.z , c.y*s.z , -s.y , 0.0,
64
+ -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,
65
+ 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,
66
+ 0. , 0. , 0. , 1.);
67
+ return scale *rotate*translate;
68
+ }
69
+
70
+ export enum vray_color_mode
71
+ [[
72
+ anno::hidden()
73
+ ]]
74
+ {
75
+ mode_color,
76
+ mode_temperature
77
+ };
78
+
79
+ export enum vray_color_primaries
80
+ [[
81
+ anno::hidden()
82
+ ]]
83
+ {
84
+ primaries_none,
85
+ primaries_sRGB,
86
+ primaries_ACEScg
87
+ };
88
+
89
+ export enum vray_bitmap_primaries
90
+ [[
91
+ anno::hidden()
92
+ ]]
93
+ {
94
+ bm_primaries_default,
95
+ bm_primaries_sRGB,
96
+ bm_primaries_ACEScg,
97
+ bm_primaries_raw
98
+ };
99
+
100
+ export enum vray_rgb_output
101
+ [[
102
+ anno::hidden()
103
+ ]]
104
+ {
105
+ rgb_output_rgb_color,
106
+ rgb_output_alpha_as_grey,
107
+ rgb_output_intensity_as_grey
108
+ };
109
+
110
+ export enum vray_mono_output
111
+ [[
112
+ anno::hidden()
113
+ ]]
114
+ {
115
+ mono_output_rgb_intensity,
116
+ mono_output_alpha
117
+ };
118
+
119
+ export enum vray_alpha_source
120
+ [[
121
+ anno::hidden()
122
+ ]]
123
+ {
124
+ alpha_source_image_alpha,
125
+ alpha_source_intensity,
126
+ alpha_source_opaque
127
+ };
128
+
129
+ // VRayBitmap map
130
+ export texture_return VRayBitmap
131
+ (
132
+ // UVW Coordinates
133
+ uniform int mapChannel=1
134
+ [[
135
+ anno::in_group("Coordinates"),
136
+ anno::display_name("Map channel")
137
+ ]],
138
+ uniform float U_Offset = 0.f
139
+ [[
140
+ anno::in_group("Coordinates"),
141
+ anno::display_name("U Offset")
142
+ ]],
143
+ uniform float V_Offset = 0.f
144
+ [[
145
+ anno::in_group("Coordinates"),
146
+ anno::display_name("V Offset")
147
+ ]],
148
+ uniform float U_Tiling = 1.f
149
+ [[
150
+ anno::in_group("Coordinates"),
151
+ anno::display_name("U Tiling")
152
+ ]],
153
+ uniform float V_Tiling = 1.f
154
+ [[
155
+ anno::in_group("Coordinates"),
156
+ anno::display_name("V Tiling")
157
+ ]],
158
+ uniform bool U_Tile=true //it is actually an error if both mirror and tile are true
159
+ [[
160
+ anno::in_group("Coordinates"),
161
+ anno::display_name("U Tile")
162
+ ]],
163
+ uniform bool U_Mirror=false
164
+ [[
165
+ anno::in_group("Coordinates"),
166
+ anno::display_name("U Mirror")
167
+ ]],
168
+ uniform bool V_Tile=true
169
+ [[
170
+ anno::in_group("Coordinates"),
171
+ anno::display_name("V Tile")
172
+ ]],
173
+ uniform bool V_Mirror=false
174
+ [[
175
+ anno::in_group("Coordinates"),
176
+ anno::display_name("V Mirror")
177
+ ]],
178
+ uniform float U_angle = 0.f
179
+ [[
180
+ anno::in_group("Coordinates"),
181
+ anno::display_name("U Angle")
182
+ ]],
183
+ uniform float V_angle = 0.f
184
+ [[
185
+ anno::in_group("Coordinates"),
186
+ anno::display_name("V Angle")
187
+ ]],
188
+ uniform float W_angle = 0.f
189
+ [[
190
+ anno::in_group("Coordinates"),
191
+ anno::display_name("W Angle")
192
+ ]],
193
+ uniform int UVW_Type = 0 //enum?
194
+ [[
195
+ anno::in_group("Coordinates"),
196
+ anno::display_name("UVW Type"),
197
+ anno::unused(),
198
+ anno::hidden()
199
+ ]],
200
+
201
+ // Bitmap
202
+ uniform texture_2d filename = texture_2d()
203
+ [[
204
+ anno::in_group("Bitmap parameters"),
205
+ anno::display_name("Bitmap")
206
+ ]],
207
+ uniform float multiplier = 1.f
208
+ [[
209
+ anno::in_group("Bitmap parameters"),
210
+ anno::display_name("Overall multiplier")
211
+ ]],
212
+ uniform vray_rgb_output rgb_output = rgb_output_rgb_color
213
+ [[
214
+ anno::in_group("Bitmap parameters"),
215
+ anno::display_name("RGB output")
216
+ ]],
217
+ uniform vray_mono_output mono_output = mono_output_rgb_intensity
218
+ [[
219
+ anno::in_group("Bitmap parameters"),
220
+ anno::display_name("Mono output")
221
+ ]],
222
+ uniform vray_alpha_source alpha_source = alpha_source_image_alpha
223
+ [[
224
+ anno::in_group("Bitmap parameters"),
225
+ anno::display_name("Alpha source")
226
+ ]],
227
+ uniform vray_bitmap_primaries rgb_primaries = bm_primaries_raw
228
+ [[
229
+ anno::in_group("Bitmap parameters"),
230
+ anno::display_name("RGB primaries"),
231
+ anno::unused(),
232
+ anno::hidden()
233
+ ]],
234
+ uniform bool crop_enable = false
235
+ [[
236
+ anno::in_group("Bitmap parameters"),
237
+ anno::display_name("Crop")
238
+ ]],
239
+ uniform float crop_u = 0.f //u+w and v+h are always <=1.0
240
+ [[
241
+ anno::in_group("Bitmap parameters"),
242
+ anno::display_name("U Crop"),
243
+ anno::hard_range(0.f, 1.f)
244
+ ]],
245
+ uniform float crop_w = 1.f
246
+ [[
247
+ anno::in_group("Bitmap parameters"),
248
+ anno::display_name("W Crop"),
249
+ anno::hard_range(0.f, 1.f)
250
+ ]],
251
+ uniform float crop_v = 0.f
252
+ [[
253
+ anno::in_group("Bitmap parameters"),
254
+ anno::display_name("V Crop"),
255
+ anno::hard_range(0.f, 1.f)
256
+ ]],
257
+ uniform float crop_h = 1.f
258
+ [[
259
+ anno::in_group("Bitmap parameters"),
260
+ anno::display_name("H Crop"),
261
+ anno::hard_range(0.f, 1.f)
262
+ ]],
263
+
264
+ // Output
265
+ uniform float bump_amount = 1.f
266
+ [[
267
+ anno::in_group("Output"),
268
+ anno::display_name("Bump amount"),
269
+ anno::unused(),
270
+ anno::hidden()
271
+ ]],
272
+ uniform bool clamp = false
273
+ [[
274
+ anno::in_group("Output"),
275
+ anno::display_name("Clamp"),
276
+ anno::unused(),
277
+ anno::hidden()
278
+ ]],
279
+ uniform bool invert = false
280
+ [[
281
+ anno::in_group("Output"),
282
+ anno::display_name("Invert")
283
+ ]],
284
+ uniform bool alphaFromRGB = false
285
+ [[
286
+ anno::in_group("Output"),
287
+ anno::display_name("Alpha from RGB intensity"),
288
+ anno::unused(),
289
+ anno::hidden()
290
+ ]],
291
+ uniform float output_amount = 1.f
292
+ [[
293
+ anno::in_group("Output"),
294
+ anno::display_name("Output amount")
295
+ ]],
296
+ uniform float rgb_level = 1.f
297
+ [[
298
+ anno::in_group("Output"),
299
+ anno::display_name("RGB level")
300
+ ]],
301
+ uniform float rgb_offset = 0.f
302
+ [[
303
+ anno::in_group("Output"),
304
+ anno::display_name("RGB Offset")
305
+ ]]
306
+ )
307
+ [[
308
+ anno::author("NVIDIA Corporation")
309
+ ]]
310
+ {
311
+ uniform float clip_u = crop_enable ? crop_u : 0.f;
312
+ uniform float clip_w = crop_enable ? crop_w : 1.f;
313
+ uniform float clip_v = crop_enable ? crop_v : 0.f;
314
+ uniform float clip_h = crop_enable ? crop_h : 1.f;
315
+
316
+ texture_return bitmap_sample = base::file_texture
317
+ (
318
+ texture : filename,
319
+ mono_source : (alpha_source == alpha_source_image_alpha) ? base::mono_alpha : base::mono_average,
320
+ crop_u : float2(clip_u, clip_w + clip_u),
321
+ crop_v : float2(1.f - clip_v - clip_h, 1.f - clip_v),
322
+ uvw : base::transform_coordinate
323
+ (
324
+ transform : max_rotation_translation_scale
325
+ (
326
+ scaling : float3(U_Tiling, V_Tiling, 1.f),
327
+ rotation : float3(U_angle, V_angle, W_angle)/180.f*math::PI ,
328
+ translation : float3(U_Offset, V_Offset, 0.f), u_mirror : U_Mirror, v_mirror : V_Mirror
329
+ ),
330
+ coordinate : base::coordinate_source(texture_space: mapChannel-1)
331
+ ),
332
+ wrap_u : U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip,
333
+ wrap_v : V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip
334
+ );
335
+
336
+ bitmap_sample.tint = invert ?
337
+ bitmap_sample.tint * (-rgb_level * output_amount * multiplier ) + (1.f - rgb_offset) :
338
+ bitmap_sample.tint * (rgb_level * output_amount * multiplier) + rgb_offset;
339
+
340
+ float alpha = (alpha_source != alpha_source_opaque) ? bitmap_sample.mono : 1.f;
341
+ bitmap_sample.tint = bitmap_sample.tint*alpha;
342
+
343
+ // determinate mono output
344
+ if(mono_output == mono_output_alpha)
345
+ bitmap_sample.mono = alpha;
346
+ else
347
+ bitmap_sample.mono = math::average(bitmap_sample.tint);
348
+
349
+ // determinate rgb output
350
+ if(rgb_output == rgb_output_alpha_as_grey)
351
+ bitmap_sample.tint = color(alpha);
352
+ else if(rgb_output == rgb_output_intensity_as_grey)
353
+ bitmap_sample.tint = color(math::average(bitmap_sample.tint));
354
+
355
+ return bitmap_sample;
356
+ }
357
+ // VRayBitmap Map for Bump
358
+ export float3 VRayBitmap_bump
359
+ (
360
+ // UVW Coordinates
361
+ uniform int mapChannel=1
362
+ [[
363
+ anno::in_group("Coordinates"),
364
+ anno::display_name("Map channel")
365
+ ]],
366
+ uniform bool U_Tile=true
367
+ [[
368
+ anno::in_group("Coordinates"),
369
+ anno::display_name("U Tile")
370
+ ]],
371
+ uniform bool U_Mirror=false
372
+ [[
373
+ anno::in_group("Coordinates"),
374
+ anno::display_name("U Mirror")
375
+ ]],
376
+ uniform bool V_Tile=true
377
+ [[
378
+ anno::in_group("Coordinates"),
379
+ anno::display_name("V Tile")
380
+ ]],
381
+ uniform bool V_Mirror=false
382
+ [[
383
+ anno::in_group("Coordinates"),
384
+ anno::display_name("V Mirror")
385
+ ]],
386
+ uniform float U_angle = 0.f
387
+ [[
388
+ anno::in_group("Coordinates"),
389
+ anno::display_name("U Angle")
390
+ ]],
391
+ uniform float V_angle = 0.f
392
+ [[
393
+ anno::in_group("Coordinates"),
394
+ anno::display_name("V Angle")
395
+ ]],
396
+ uniform float W_angle = 0.f
397
+ [[
398
+ anno::in_group("Coordinates"),
399
+ anno::display_name("W Angle")
400
+ ]],
401
+ uniform float U_Offset = 0.f
402
+ [[
403
+ anno::in_group("Coordinates"),
404
+ anno::display_name("U Offset")
405
+ ]],
406
+ uniform float V_Offset = 0.f
407
+ [[
408
+ anno::in_group("Coordinates"),
409
+ anno::display_name("V Offset")
410
+ ]],
411
+ uniform float U_Tiling = 1.f
412
+ [[
413
+ anno::in_group("Coordinates"),
414
+ anno::display_name("U Tiling")
415
+ ]],
416
+ uniform float V_Tiling = 1.
417
+ [[
418
+ anno::in_group("Coordinates"),
419
+ anno::display_name("V Tiling")
420
+ ]],
421
+ uniform int UVW_Type = 0 //enum?
422
+ [[
423
+ anno::in_group("Coordinates"),
424
+ anno::display_name("UVW Type"),
425
+ anno::unused()
426
+ ]],
427
+
428
+ // Bitmap
429
+ uniform texture_2d filename = texture_2d()
430
+ [[
431
+ anno::in_group("Bitmap parameters"),
432
+ anno::display_name("Bitmap")
433
+ ]],
434
+ uniform bool crop_enable = false
435
+ [[
436
+ anno::in_group("Bitmap parameters"),
437
+ anno::display_name("Crop")
438
+ ]],
439
+ uniform float crop_u = 0.f //u+w and v+h are always <=1.0
440
+ [[
441
+ anno::in_group("Bitmap parameters"),
442
+ anno::display_name("U Crop"),
443
+ anno::hard_range(0.f, 1.f)
444
+ ]],
445
+ uniform float crop_w = 1.f
446
+ [[
447
+ anno::in_group("Bitmap parameters"),
448
+ anno::display_name("W Crop"),
449
+ anno::hard_range(0.f, 1.f)
450
+ ]],
451
+ uniform float crop_v = 0.f
452
+ [[
453
+ anno::in_group("Bitmap parameters"),
454
+ anno::display_name("V Crop"),
455
+ anno::hard_range(0.f, 1.f)
456
+ ]],
457
+ uniform float crop_h = 1.f
458
+ [[
459
+ anno::in_group("Bitmap parameters"),
460
+ anno::display_name("H Crop"),
461
+ anno::hard_range(0.f, 1.f)
462
+ ]],
463
+ uniform float factor = 1.f
464
+ [[
465
+ anno::in_group("Bitmap parameters"),
466
+ anno::display_name("Bump amount")
467
+ ]],
468
+
469
+ // Output
470
+ uniform float bump_amount = 1.f
471
+ [[
472
+ anno::in_group("Output"),
473
+ anno::display_name("Bump output")
474
+ ]],
475
+ uniform bool clamp = false
476
+ [[
477
+ anno::in_group("Output"),
478
+ anno::display_name("Clamp"),
479
+ anno::unused()
480
+ ]],
481
+ uniform bool invert = false
482
+ [[
483
+ anno::in_group("Output"),
484
+ anno::display_name("Invert")
485
+ ]],
486
+ uniform bool alphaFromRGB = false
487
+ [[
488
+ anno::in_group("Output"),
489
+ anno::display_name("Alpha from RGB intensity"),
490
+ anno::unused()
491
+ ]],
492
+ uniform float output_amount = 1.f
493
+ [[
494
+ anno::in_group("Output"),
495
+ anno::display_name("Output amount"),
496
+ anno::unused()
497
+ ]],
498
+ uniform float rgb_level = 1.f
499
+ [[
500
+ anno::in_group("Output"),
501
+ anno::display_name("RGB level"),
502
+ anno::unused()
503
+ ]],
504
+ uniform float rgb_offset = 0.f
505
+ [[
506
+ anno::in_group("Output"),
507
+ anno::display_name("RGB Offset"),
508
+ anno::unused()
509
+ ]]
510
+ )
511
+ [[
512
+ anno::author("NVIDIA Corporation")
513
+ ]]
514
+ {
515
+ uniform float clip_u = crop_enable ? crop_u : 0.f;
516
+ uniform float clip_w = crop_enable ? crop_w : 1.f;
517
+ uniform float clip_v = crop_enable ? crop_v : 0.f;
518
+ uniform float clip_h = crop_enable ? crop_h : 1.f;
519
+
520
+ return base::file_bump_texture
521
+ (
522
+ texture : filename,
523
+ crop_u : float2(clip_u, clip_w + clip_u),
524
+ crop_v : float2(1.f - clip_v - clip_h, 1.f - clip_v),
525
+ uvw : base::transform_coordinate
526
+ (
527
+ transform : max_rotation_translation_scale
528
+ (
529
+ scaling : float3(U_Tiling, V_Tiling, 1.f),
530
+ rotation : float3(U_angle, V_angle,W_angle)/(180.*math::PI),
531
+ translation : float3(U_Offset, V_Offset, 0.f), u_mirror : U_Mirror, v_mirror : V_Mirror
532
+ ),
533
+ coordinate : base::coordinate_source(texture_space: mapChannel - 1)
534
+ ),
535
+ wrap_u : U_Tile ? tex::wrap_repeat : U_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip,
536
+ wrap_v : V_Tile ? tex::wrap_repeat : V_Mirror ? tex::wrap_mirrored_repeat : tex::wrap_clip,
537
+ factor : invert ? -10.f*factor*bump_amount : 10.f*factor*bump_amount
538
+ );
539
+ }
540
+
541
+ // VRayBump2Normal Map for Bump
542
+ export enum vray_bump2normal_mode
543
+ [[
544
+ anno::hidden()
545
+ ]]
546
+ {
547
+ b2n_tangent_space,
548
+ b2n_local_XYZ,
549
+ b2n_screen_space,
550
+ b2n_world_space
551
+ };
552
+
553
+ export texture_return VRayBump2Normal
554
+ (
555
+ float3 bump_map = state::normal()
556
+ [[
557
+ anno::in_group("Parameters"),
558
+ anno::display_name("Bump map")
559
+ ]],
560
+ uniform float bump_map_mult = 100.f
561
+ [[
562
+ anno::in_group("Parameters"),
563
+ anno::display_name("Bump map multiplier"),
564
+ anno::hard_range(0.f, 100.f)
565
+ ]],
566
+ uniform vray_bump2normal_mode mode = b2n_tangent_space
567
+ [[
568
+ anno::in_group("Parameters"),
569
+ anno::display_name("Mode"),
570
+ anno::unused(),
571
+ anno::hidden()
572
+ ]],
573
+ uniform int map_channel=1
574
+ [[
575
+ anno::in_group("Coordinates"),
576
+ anno::display_name("Map channel"),
577
+ anno::unused(),
578
+ anno::hidden()
579
+ ]]
580
+ )
581
+ [[
582
+ anno::author("NVIDIA Corporation")
583
+ ]]
584
+ {
585
+ texture_return normal_tex;
586
+
587
+ float3 normal_tangent_space =
588
+ transform_internal_to_tangent(math::normalize(state::normal() + (bump_map - state::normal())*(bump_map_mult*0.01f)));
589
+
590
+ normal_tex.tint = color( (normal_tangent_space + float3(1.f))*0.5f );
591
+ normal_tex.mono = 1.f;
592
+ return normal_tex;
593
+ }
594
+
595
+ // VRayColor Map
596
+ export texture_return VRayColor
597
+ (
598
+ uniform vray_color_mode color_mode = mode_color
599
+ [[
600
+ anno::in_group("VRayColor Parameters"),
601
+ anno::display_name("Color mode")
602
+ ]],
603
+ uniform float temperature = 6500.f
604
+ [[
605
+ anno::in_group("VRayColor Parameters"),
606
+ anno::display_name("Temperature"),
607
+ anno::hard_range(350.f, 1000000000.f)
608
+ ]],
609
+ uniform float red = 0.5f
610
+ [[
611
+ anno::in_group("VRayColor Parameters"),
612
+ anno::display_name("Red"),
613
+ anno::soft_range(0.f, 1.f)
614
+ ]],
615
+ uniform float green = 0.5f
616
+ [[
617
+ anno::in_group("VRayColor Parameters"),
618
+ anno::display_name("Green"),
619
+ anno::soft_range(0.f, 1.f)
620
+ ]],
621
+ uniform float blue = 0.5f
622
+ [[
623
+ anno::in_group("VRayColor Parameters"),
624
+ anno::display_name("Blue"),
625
+ anno::soft_range(0.f, 1.f)
626
+ ]],
627
+ uniform float rgb_multiplier = 1.f
628
+ [[
629
+ anno::in_group("VRayColor Parameters"),
630
+ anno::display_name("RGB Multiplier")
631
+ ]],
632
+ uniform float alpha = 1.f
633
+ [[
634
+ anno::in_group("VRayColor Parameters"),
635
+ anno::display_name("Alpha"),
636
+ anno::hard_range(0.f, 1.f)
637
+ ]],
638
+ uniform float color_gamma = 1.0f
639
+ [[
640
+ anno::in_group("VRayColor Parameters"),
641
+ anno::display_name("Color gamma"),
642
+ anno::hard_range(0.05f, 20.f)
643
+ ]],
644
+ uniform vray_color_primaries rgb_primaries = primaries_none
645
+ [[
646
+ anno::in_group("VRayColor Parameters"),
647
+ anno::display_name("RGB primaries"),
648
+ anno::unused(),
649
+ anno::hidden()
650
+ ]]
651
+ )
652
+ [[
653
+ anno::author("NVIDIA Corporation")
654
+ ]]
655
+ {
656
+ float3 rgb(red, green, blue);
657
+
658
+ // using temperature?. Then convert from Kelvin to RGB
659
+ if(color_mode == mode_temperature)
660
+ {
661
+ float k = temperature*0.01f;
662
+
663
+ // red
664
+ if (temperature < 6600.f)
665
+ {
666
+ rgb.x = 1.f;
667
+ }
668
+ else
669
+ {
670
+ float r = k - 55.f;
671
+ r = (351.9769f + 0.1142f * r - 40.2537f * math::log(r))/255.f;
672
+ rgb.x = math::clamp(r, 0.f, 1.f);
673
+ }
674
+
675
+ // green
676
+ if (temperature < 6600.f)
677
+ {
678
+ float g = k - 2.f;
679
+ g = (-155.2549f - 0.4460f * g + 104.4922f * math::log(g))/255.f;
680
+ rgb.y = math::clamp(g, 0.f, 1.f);
681
+
682
+ }
683
+ else
684
+ {
685
+ float g = k - 50.f;
686
+ g = (325.4494f + 0.0794f * g - 28.0853f * math::log(g))/255.f;
687
+ rgb.y = math::clamp(g, 0.f, 1.f);
688
+ }
689
+
690
+ // blue
691
+ if (temperature >= 6600.f)
692
+ {
693
+ rgb.z = 1.f;
694
+ }
695
+ else if (temperature <= 2000.f)
696
+ {
697
+ rgb.z = 0.f;
698
+ }
699
+ else
700
+ {
701
+ float b = k - 10.f;
702
+ b = (-254.7694f + 0.8274f * blue + 115.6799f * math::log(b))/255.f;
703
+ rgb.z = math::clamp(b, 0.f, 1.f);
704
+ }
705
+ }
706
+
707
+ // apply gamma
708
+ if(color_gamma != 1.f)
709
+ rgb = math::pow(rgb, 1.f/color_gamma);
710
+
711
+ // apply multiplier
712
+ rgb *= rgb_multiplier;
713
+
714
+ // fix ranges and return
715
+ rgb = math::clamp(rgb, 0.f, 1.f);
716
+ return texture_return(color(rgb), alpha);
717
+ }
718
+
719
+ // VRayColor Map for Bump
720
+ export float3 VRayColor_bump
721
+ (
722
+ )
723
+ [[
724
+ anno::author("NVIDIA Corporation")
725
+ ]]
726
+ {
727
+ return state::normal();
728
+ }
729
+
730
+ // VRayColor2Bump Map for Bump
731
+ export float3 VRayColor2Bump_bump
732
+ (
733
+ float3 map = state::normal()
734
+ [[
735
+ anno::in_group("Parameters"),
736
+ anno::display_name("Bump map")
737
+ ]],
738
+ uniform float height = 2.0f
739
+ [[
740
+ anno::in_group("Parameters"),
741
+ anno::display_name("Height"),
742
+ anno::unused(),
743
+ anno::hidden()
744
+ ]],
745
+ uniform float bump_delta_scale = 1.0f
746
+ [[
747
+ anno::in_group("Parameters"),
748
+ anno::display_name("Bump delta scale"),
749
+ anno::unused(),
750
+ anno::hidden(),
751
+ anno::hard_range(0.f, 1.f)
752
+ ]]
753
+ )
754
+ [[
755
+ anno::author("NVIDIA Corporation")
756
+ ]]
757
+ {
758
+ return map;
759
+ }
760
+
761
+ // VRay Dirt Map
762
+ export texture_return VRayDirt
763
+ (
764
+ float radius = 10.f
765
+ [[
766
+ anno::in_group("VRayDirt Parameters"),
767
+ anno::display_name("Radius"),
768
+ anno::unused(),
769
+ anno::hidden()
770
+ ]],
771
+ color occluded_color = color(0.f)
772
+ [[
773
+ anno::in_group("VRayDirt Parameters"),
774
+ anno::display_name("Occluded color"),
775
+ anno::unused(),
776
+ anno::hidden()
777
+ ]],
778
+ color unoccluded_color = color(1.f)
779
+ [[
780
+ anno::in_group("VRayDirt Parameters"),
781
+ anno::display_name("Unoccluded color")
782
+ ]]
783
+ )
784
+ [[
785
+ anno::author("NVIDIA Corporation")
786
+ ]]
787
+ {
788
+ return texture_return(unoccluded_color, 1.f);
789
+ }
790
+
791
+ // VRay Edges Tex Map
792
+ export texture_return VRayEdgesTex
793
+ (
794
+ color edges_color = color(1.f)
795
+ [[
796
+ anno::in_group("VRayEdgesTex params"),
797
+ anno::display_name("Color")
798
+ ]]
799
+ )
800
+ [[
801
+ anno::author("NVIDIA Corporation")
802
+ ]]
803
+ {
804
+ return texture_return(edges_color, 1.f);
805
+ }
806
+
807
+ // VRay Edges Tex Map for bump
808
+ export float3 VRayEdgesTex_bump
809
+ (
810
+ color edges_color = color(1.f)
811
+ [[
812
+ anno::in_group("VRayEdgesTex params"),
813
+ anno::display_name("Color"),
814
+ anno::unused(),
815
+ anno::hidden()
816
+ ]],
817
+ uniform float radius = 0.1f
818
+ [[
819
+ anno::in_group("VRayEdgesTex params"),
820
+ anno::display_name("Radius"),
821
+ anno::hard_range(0.f, 100.f)
822
+
823
+ ]],
824
+ uniform bool same_object_only = true
825
+ [[
826
+ anno::in_group("VRayEdgesTex params"),
827
+ anno::display_name("Consider same object only")
828
+ ]],
829
+ uniform int corners_mode = 0
830
+ [[
831
+ anno::in_group("VRayEdgesTex params"),
832
+ anno::display_name("Corners"),
833
+ anno::unused(),
834
+ anno::hidden()
835
+ ]],
836
+ float multiplier = 1.f
837
+ [[
838
+ anno::in_group("VRayEdgesTex params"),
839
+ anno::display_name("Multiplier"),
840
+ anno::unused(),
841
+ anno::hidden()
842
+ ]]
843
+ )
844
+ [[
845
+ anno::author("NVIDIA Corporation")
846
+ ]]
847
+ {
848
+ return state::rounded_corner_normal(radius*state::meters_per_scene_unit(), !same_object_only);
849
+ }
850
+
851
+ // VRay Normap Map for bump
852
+ export float3 VRayNormalMap_bump
853
+ (
854
+ texture_return normal_map = texture_return()
855
+ [[
856
+ anno::in_group("VRayNormalMap Parameters"),
857
+ anno::display_name("Normal map")
858
+ ]],
859
+ float3 bump_map = state::normal()
860
+ [[
861
+ anno::in_group("VRayNormalMap Parameters"),
862
+ anno::display_name("Bump map")
863
+ ]],
864
+ uniform float normal_amount = 1.f
865
+ [[
866
+ anno::in_group("VRayNormalMap Parameters"),
867
+ anno::display_name("Normal amount"),
868
+ anno::hard_range(-1000.f, 1000.f)
869
+ ]],
870
+ uniform float bump_amount = 1.f
871
+ [[
872
+ anno::in_group("VRayNormalMap Parameters"),
873
+ anno::display_name("Bump amount"),
874
+ anno::hard_range(-1000.f, 1000.f)
875
+ ]],
876
+ uniform bool flip_red = false
877
+ [[
878
+ anno::in_group("VRayNormalMap Parameters"),
879
+ anno::display_name("Flip red")
880
+ ]],
881
+ uniform bool flip_green = false
882
+ [[
883
+ anno::in_group("VRayNormalMap Parameters"),
884
+ anno::display_name("Flip green")
885
+ ]],
886
+ uniform bool swap_rg = false
887
+ [[
888
+ anno::in_group("VRayNormalMap Parameters"),
889
+ anno::display_name("Swap red and green")
890
+ ]],
891
+ uniform int map_channel = 1
892
+ [[
893
+ anno::in_group("VRayNormalMap Parameters"),
894
+ anno::display_name("Map channel"),
895
+ anno::hidden(),
896
+ anno::unused()
897
+ ]],
898
+ uniform float map_rotation = 0.f
899
+ [[
900
+ anno::in_group("VRayNormalMap Parameters"),
901
+ anno::display_name("Map rotation"),
902
+ anno::hard_range(0.f, 360.f),
903
+ anno::hidden(),
904
+ anno::unused()
905
+ ]],
906
+ uniform float normal_map_amount = 1.0f
907
+ [[
908
+ anno::in_group("VRayNormalMap Parameters"),
909
+ anno::display_name("Map amount"),
910
+ anno::hard_range(-10.f, 10.f)
911
+ ]]
912
+ )
913
+ [[
914
+ anno::author("NVIDIA Corporation")
915
+ ]]
916
+ {
917
+ float3 tangent_space_normal = float3(normal_map.tint);
918
+
919
+ if(flip_red)
920
+ tangent_space_normal.x = 1.f - tangent_space_normal.x;
921
+
922
+ if(flip_green)
923
+ tangent_space_normal.y = 1.f - tangent_space_normal.y;
924
+
925
+ if(swap_rg)
926
+ {
927
+ float tmp = tangent_space_normal.x;
928
+ tangent_space_normal.x = tangent_space_normal.y;
929
+ tangent_space_normal.y = tmp;
930
+ }
931
+
932
+ float normal_factor = normal_amount*(normal_map_amount);
933
+ tangent_space_normal = (tangent_space_normal - float3(0.5f))*(2.f*normal_factor);
934
+
935
+ float3 mapped_normal = math::normalize(
936
+ state::texture_tangent_u(0) * tangent_space_normal.x +
937
+ state::texture_tangent_v(0) * tangent_space_normal.y +
938
+ state::normal() * (tangent_space_normal.z + (1.f - normal_factor)));
939
+
940
+ float3 bumped_normal = math::normalize(math::lerp(state::normal(), bump_map, bump_amount*normal_map_amount));
941
+
942
+ return math::normalize(mapped_normal + bumped_normal);
943
+ }
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0005.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_015()
27
+ [[
28
+ anno::display_name("Material_015")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.980392,0.980392,0.980392),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.72549,0.72549,0.72549),
34
+ reflection_glossiness : 0.8f,
35
+ reflection_fresnel : true,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.5f,
66
+ anisotropy_rotation : 40.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0006.mdl ADDED
@@ -0,0 +1,75 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_010()
27
+ [[
28
+ anno::display_name("Material_010")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : ::mdl_0004::VRayDirt(
32
+ radius : 4.0f,
33
+ occluded_color : color(0.0,0.0,0.0),
34
+ unoccluded_color : color(0.960784,0.960784,0.960784)
35
+ ).tint,
36
+ diffuse_roughness : 0.0f,
37
+ Reflection : color(0.0235294,0.0235294,0.0235294),
38
+ reflection_glossiness : 0.8f,
39
+ reflection_fresnel : false,
40
+ reflection_ior : 1.6f,
41
+ reflection_lockIOR : true,
42
+ invert_reflection_ior : false,
43
+ reflection_metalness : 0.0f,
44
+ Refraction : color(0.0,0.0,0.0),
45
+ refraction_glossiness : 1.0f,
46
+ refraction_ior : 1.6f,
47
+ invert_refraction_ior : false,
48
+ refraction_dispersion_on : false,
49
+ refraction_dispersion : 50.0f,
50
+ refraction_fogColor : color(1.0,1.0,1.0),
51
+ refraction_fogBias : 0.0f,
52
+ refraction_fogMult : 1.0f,
53
+ translucency_on : ::mdl_0003::translucency_none,
54
+ translucency_scatterCoeff : 0.0f,
55
+ translucency_fbCoeff : 1.0f,
56
+ translucency_color : color(1.0,1.0,1.0),
57
+ self_illumination : color(0.0,0.0,0.0),
58
+ self_illumination_multiplier : 1.0f,
59
+ coat_amount : 0.0f,
60
+ coat_color : color(1.0,1.0,1.0),
61
+ coat_glossiness : 1.0f,
62
+ coat_ior : 1.6f,
63
+ invert_coat_ior : false,
64
+ coat_bump_lock : false,
65
+ sheen_color : color(0.0,0.0,0.0),
66
+ sheen_glossiness : 0.8f,
67
+ brdf_type : ::mdl_0003::brdf_ward,
68
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
69
+ anisotropy : 0.0f,
70
+ anisotropy_rotation : 0.0f,
71
+ anisotropy_channel : 1,
72
+ texmap_opacity : 1.0f
73
+ );
74
+
75
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0007.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_018()
27
+ [[
28
+ anno::display_name("Material_018")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.0784314,0.0784314,0.0784314),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.117647,0.117647,0.117647),
34
+ reflection_glossiness : 0.9f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0008.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_020()
27
+ [[
28
+ anno::display_name("Material_020")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(1.0,0.917647,0.172549),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.0272938,0.0272938,0.0272938),
34
+ reflection_glossiness : 1.0f,
35
+ reflection_fresnel : true,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0009.mdl ADDED
@@ -0,0 +1,104 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_019()
27
+ [[
28
+ anno::display_name("Material_019")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : ::mdl_0002::ad_3dsmax_falloff(
32
+ color1 : base::texture_return(tint:color(0.231373,0.239216,0.25098), mono:1),
33
+ color2 : base::texture_return(tint:color(0.229441,0.239599,0.249266), mono:1),
34
+ falloff_type : ::mdl_0002::Perpendicular_Parallel,
35
+ falloff_direction : ::mdl_0002::View,
36
+ nearDistance : 0.0f,
37
+ farDistance : 100.0f
38
+ ).tint,
39
+ diffuse_roughness : 0.0f,
40
+ Reflection : ::mdl_0002::ad_3dsmax_bitmap(
41
+ filename : texture_2d("../textures/Material_019/Texture_001.JPG", ::tex::gamma_srgb),
42
+ cliph : 1.0f,
43
+ clipu : 0.0f,
44
+ clipv : 0.0f,
45
+ clipw : 1.0f,
46
+ mapChannel : 1,
47
+ U_angle : 0.0f,
48
+ U_Mirror : false,
49
+ U_Offset : 0.0f,
50
+ U_Tile : true,
51
+ U_Tiling : 1.0f,
52
+ UVW_Type : 0,
53
+ V_angle : 0.0f,
54
+ V_Mirror : false,
55
+ V_Offset : 0.0f,
56
+ V_Tile : true,
57
+ V_Tiling : 1.0f,
58
+ W_angle : 0.0f,
59
+ alphaFromRGB : false,
60
+ bump_amount : 1.0f,
61
+ clamp : false,
62
+ invert : false,
63
+ output_amount : 1.0f,
64
+ rgb_level : 1.0f,
65
+ rgb_offset : 0.0f
66
+ ).tint * 0.4 + color(0.783306,0.783306,0.783306) * 0.6,
67
+ reflection_glossiness : 0.95f,
68
+ reflection_fresnel : true,
69
+ reflection_ior : 20.0f,
70
+ reflection_lockIOR : false,
71
+ invert_reflection_ior : false,
72
+ reflection_metalness : 0.0f,
73
+ Refraction : color(0.0,0.0,0.0),
74
+ refraction_glossiness : 1.0f,
75
+ refraction_ior : 1.6f,
76
+ invert_refraction_ior : false,
77
+ refraction_dispersion_on : false,
78
+ refraction_dispersion : 50.0f,
79
+ refraction_fogColor : color(1.0,1.0,1.0),
80
+ refraction_fogBias : 0.0f,
81
+ refraction_fogMult : 1.0f,
82
+ translucency_on : ::mdl_0003::translucency_none,
83
+ translucency_scatterCoeff : 0.0f,
84
+ translucency_fbCoeff : 1.0f,
85
+ translucency_color : color(1.0,1.0,1.0),
86
+ self_illumination : color(0.0,0.0,0.0),
87
+ self_illumination_multiplier : 1.0f,
88
+ coat_amount : 0.0f,
89
+ coat_color : color(1.0,1.0,1.0),
90
+ coat_glossiness : 1.0f,
91
+ coat_ior : 1.6f,
92
+ invert_coat_ior : false,
93
+ coat_bump_lock : false,
94
+ sheen_color : color(0.0,0.0,0.0),
95
+ sheen_glossiness : 0.8f,
96
+ brdf_type : ::mdl_0003::brdf_ward,
97
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
98
+ anisotropy : 0.6f,
99
+ anisotropy_rotation : 90.0f,
100
+ anisotropy_channel : 1,
101
+ texmap_opacity : 1.0f
102
+ );
103
+
104
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0010.mdl ADDED
@@ -0,0 +1,100 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_021()
27
+ [[
28
+ anno::display_name("Material_021")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : ::mdl_0002::ad_3dsmax_bitmap(
32
+ filename : texture_2d("folder_0000/image_0000.png", ::tex::gamma_srgb),
33
+ cliph : 1.0f,
34
+ clipu : 0.0f,
35
+ clipv : 0.0f,
36
+ clipw : 1.0f,
37
+ mono_output : ::mdl_0002::mono_output_rgb_intensity,
38
+ rgb_output : ::mdl_0002::rgb_output_rgb,
39
+ alpha_source : ::mdl_0002::alpha_source_alpha,
40
+ mapChannel : 1,
41
+ U_angle : 0.0f,
42
+ U_Mirror : false,
43
+ U_Offset : 0.0f,
44
+ U_Tile : true,
45
+ U_Tiling : 1.0f,
46
+ UVW_Type : 0,
47
+ V_angle : 0.0f,
48
+ V_Mirror : false,
49
+ V_Offset : 0.0f,
50
+ V_Tile : true,
51
+ V_Tiling : 1.0f,
52
+ W_angle : 0.0f,
53
+ alphaFromRGB : false,
54
+ bump_amount : 1.0f,
55
+ clamp : false,
56
+ invert : false,
57
+ output_amount : 1.0f,
58
+ rgb_level : 1.0f,
59
+ rgb_offset : 0.0f
60
+ ).tint,
61
+ diffuse_roughness : 0.0f,
62
+ Reflection : color(0.72549,0.72549,0.72549),
63
+ reflection_glossiness : 0.8f,
64
+ reflection_fresnel : true,
65
+ reflection_ior : 1.6f,
66
+ reflection_lockIOR : true,
67
+ invert_reflection_ior : false,
68
+ reflection_metalness : 0.0f,
69
+ Refraction : color(0.0,0.0,0.0),
70
+ refraction_glossiness : 1.0f,
71
+ refraction_ior : 1.6f,
72
+ invert_refraction_ior : false,
73
+ refraction_dispersion_on : false,
74
+ refraction_dispersion : 50.0f,
75
+ refraction_fogColor : color(1.0,1.0,1.0),
76
+ refraction_fogBias : 0.0f,
77
+ refraction_fogMult : 1.0f,
78
+ translucency_on : ::mdl_0003::translucency_none,
79
+ translucency_scatterCoeff : 0.0f,
80
+ translucency_fbCoeff : 1.0f,
81
+ translucency_color : color(1.0,1.0,1.0),
82
+ self_illumination : color(0.0,0.0,0.0),
83
+ self_illumination_multiplier : 1.0f,
84
+ coat_amount : 0.0f,
85
+ coat_color : color(1.0,1.0,1.0),
86
+ coat_glossiness : 1.0f,
87
+ coat_ior : 1.6f,
88
+ invert_coat_ior : false,
89
+ coat_bump_lock : false,
90
+ sheen_color : color(0.0,0.0,0.0),
91
+ sheen_glossiness : 0.8f,
92
+ brdf_type : ::mdl_0003::brdf_blinn,
93
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
94
+ anisotropy : 0.5f,
95
+ anisotropy_rotation : 40.0f,
96
+ anisotropy_channel : 1,
97
+ texmap_opacity : 1.0f
98
+ );
99
+
100
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0011.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_022()
27
+ [[
28
+ anno::display_name("Material_022")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.623529,0.0784314,0.0784314),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.117647,0.117647,0.117647),
34
+ reflection_glossiness : 0.9f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0012.mdl ADDED
@@ -0,0 +1,79 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+ //Error: [Unknown] parm: Reflection
25
+
26
+ // Body
27
+ export material Material_055()
28
+ [[
29
+ anno::display_name("Material_055")
30
+ ]]
31
+ = ::mdl_0003::VRayMtl(
32
+ Diffuse : ::mdl_0002::ad_3dsmax_falloff(
33
+ color1 : base::texture_return(tint:color(0.231373,0.239216,0.25098), mono:1),
34
+ color2 : base::texture_return(tint:color(0.229441,0.239599,0.249266), mono:1),
35
+ falloff_type : ::mdl_0002::Perpendicular_Parallel,
36
+ falloff_direction : ::mdl_0002::View,
37
+ nearDistance : 0.0f,
38
+ farDistance : 100.0f
39
+ ).tint,
40
+ diffuse_roughness : 0.0f,
41
+ Reflection : color(0.783306,0.783306,0.783306),
42
+ reflection_glossiness : 0.95f,
43
+ reflection_fresnel : true,
44
+ reflection_ior : 20.0f,
45
+ reflection_lockIOR : false,
46
+ invert_reflection_ior : false,
47
+ reflection_metalness : 0.0f,
48
+ Refraction : color(0.0,0.0,0.0),
49
+ refraction_glossiness : 1.0f,
50
+ refraction_ior : 1.6f,
51
+ invert_refraction_ior : false,
52
+ refraction_dispersion_on : false,
53
+ refraction_dispersion : 50.0f,
54
+ refraction_fogColor : color(1.0,1.0,1.0),
55
+ refraction_fogBias : 0.0f,
56
+ refraction_fogMult : 1.0f,
57
+ translucency_on : ::mdl_0003::translucency_none,
58
+ translucency_scatterCoeff : 0.0f,
59
+ translucency_fbCoeff : 1.0f,
60
+ translucency_color : color(1.0,1.0,1.0),
61
+ self_illumination : color(0.0,0.0,0.0),
62
+ self_illumination_multiplier : 1.0f,
63
+ coat_amount : 0.0f,
64
+ coat_color : color(1.0,1.0,1.0),
65
+ coat_glossiness : 1.0f,
66
+ coat_ior : 1.6f,
67
+ invert_coat_ior : false,
68
+ coat_bump_lock : false,
69
+ sheen_color : color(0.0,0.0,0.0),
70
+ sheen_glossiness : 0.8f,
71
+ brdf_type : ::mdl_0003::brdf_ward,
72
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
73
+ anisotropy : 0.6f,
74
+ anisotropy_rotation : 90.0f,
75
+ anisotropy_channel : 1,
76
+ texmap_opacity : 1.0f
77
+ );
78
+
79
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0013.mdl ADDED
@@ -0,0 +1,97 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_056()
27
+ [[
28
+ anno::display_name("Material_056")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.980392,0.980392,0.980392),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.72549,0.72549,0.72549),
34
+ reflection_glossiness : ::mdl_0002::ad_3dsmax_bitmap(
35
+ filename : texture_2d("../textures/Material_056/Texture_005.jpg", ::tex::gamma_srgb),
36
+ cliph : 1.0f,
37
+ clipu : 0.0f,
38
+ clipv : 0.0f,
39
+ clipw : 1.0f,
40
+ mapChannel : 1,
41
+ U_angle : 0.0f,
42
+ U_Mirror : false,
43
+ U_Offset : 0.0f,
44
+ U_Tile : true,
45
+ U_Tiling : 1.0f,
46
+ UVW_Type : 0,
47
+ V_angle : 0.0f,
48
+ V_Mirror : false,
49
+ V_Offset : 0.0f,
50
+ V_Tile : true,
51
+ V_Tiling : 1.0f,
52
+ W_angle : 0.0f,
53
+ alphaFromRGB : false,
54
+ bump_amount : 1.0f,
55
+ clamp : false,
56
+ invert : false,
57
+ output_amount : 1.0f,
58
+ rgb_level : 1.0f,
59
+ rgb_offset : 0.0f
60
+ ).mono * 0.5 + 0.8f * 0.5,
61
+ reflection_fresnel : true,
62
+ reflection_ior : 1.6f,
63
+ reflection_lockIOR : true,
64
+ invert_reflection_ior : false,
65
+ reflection_metalness : 0.0f,
66
+ Refraction : color(0.0,0.0,0.0),
67
+ refraction_glossiness : 1.0f,
68
+ refraction_ior : 1.6f,
69
+ invert_refraction_ior : false,
70
+ refraction_dispersion_on : false,
71
+ refraction_dispersion : 50.0f,
72
+ refraction_fogColor : color(1.0,1.0,1.0),
73
+ refraction_fogBias : 0.0f,
74
+ refraction_fogMult : 1.0f,
75
+ translucency_on : ::mdl_0003::translucency_none,
76
+ translucency_scatterCoeff : 0.0f,
77
+ translucency_fbCoeff : 1.0f,
78
+ translucency_color : color(1.0,1.0,1.0),
79
+ self_illumination : color(0.0,0.0,0.0),
80
+ self_illumination_multiplier : 1.0f,
81
+ coat_amount : 0.0f,
82
+ coat_color : color(1.0,1.0,1.0),
83
+ coat_glossiness : 1.0f,
84
+ coat_ior : 1.6f,
85
+ invert_coat_ior : false,
86
+ coat_bump_lock : false,
87
+ sheen_color : color(0.0,0.0,0.0),
88
+ sheen_glossiness : 0.8f,
89
+ brdf_type : ::mdl_0003::brdf_blinn,
90
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
91
+ anisotropy : 0.5f,
92
+ anisotropy_rotation : 40.0f,
93
+ anisotropy_channel : 1,
94
+ texmap_opacity : 1.0f
95
+ );
96
+
97
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0014.mdl ADDED
@@ -0,0 +1,126 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+ //Error: [Unknown] parm: reflection_glossiness
25
+
26
+ // Body
27
+ export material Material_030()
28
+ [[
29
+ anno::display_name("Material_030")
30
+ ]]
31
+ = ::mdl_0003::VRayMtl(
32
+ Diffuse : color(0.0588235,0.0588235,0.0588235),
33
+ diffuse_roughness : 0.0f,
34
+ Reflection : ::mdl_0002::ad_3dsmax_bitmap(
35
+ filename : texture_2d("folder_0001/image_0001.jpg", ::tex::gamma_srgb),
36
+ cliph : 1.0f,
37
+ clipu : 0.0f,
38
+ clipv : 0.0f,
39
+ clipw : 1.0f,
40
+ mapChannel : 1,
41
+ U_angle : 0.0f,
42
+ U_Mirror : false,
43
+ U_Offset : 0.0f,
44
+ U_Tile : true,
45
+ U_Tiling : 1.0f,
46
+ UVW_Type : 0,
47
+ V_angle : 0.0f,
48
+ V_Mirror : false,
49
+ V_Offset : 0.0f,
50
+ V_Tile : true,
51
+ V_Tiling : 1.0f,
52
+ W_angle : 0.0f,
53
+ alphaFromRGB : false,
54
+ bump_amount : 1.0f,
55
+ clamp : false,
56
+ invert : false,
57
+ output_amount : 1.0f,
58
+ rgb_level : 1.0f,
59
+ rgb_offset : 0.0f
60
+ ).tint * 0.6 + color(0.294118,0.294118,0.294118) * 0.4,
61
+ reflection_glossiness : 0.9f,
62
+ reflection_fresnel : true,
63
+ reflection_ior : 3.0f,
64
+ reflection_lockIOR : false,
65
+ invert_reflection_ior : false,
66
+ reflection_metalness : 0.0f,
67
+ Refraction : color(0.0,0.0,0.0),
68
+ refraction_glossiness : 1.0f,
69
+ refraction_ior : 1.6f,
70
+ invert_refraction_ior : false,
71
+ refraction_dispersion_on : false,
72
+ refraction_dispersion : 50.0f,
73
+ refraction_fogColor : color(1.0,1.0,1.0),
74
+ refraction_fogBias : 0.0f,
75
+ refraction_fogMult : 1.0f,
76
+ translucency_on : ::mdl_0003::translucency_none,
77
+ translucency_scatterCoeff : 0.0f,
78
+ translucency_fbCoeff : 1.0f,
79
+ translucency_color : color(1.0,1.0,1.0),
80
+ self_illumination : color(0.0,0.0,0.0),
81
+ self_illumination_multiplier : 1.0f,
82
+ coat_amount : 0.0f,
83
+ coat_color : color(1.0,1.0,1.0),
84
+ coat_glossiness : 1.0f,
85
+ coat_ior : 1.6f,
86
+ invert_coat_ior : false,
87
+ coat_bump_lock : false,
88
+ sheen_color : color(0.0,0.0,0.0),
89
+ sheen_glossiness : 0.8f,
90
+ brdf_type : ::mdl_0003::brdf_blinn,
91
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
92
+ anisotropy : 0.0f,
93
+ anisotropy_rotation : 0.0f,
94
+ anisotropy_channel : 1,
95
+ texmap_bump : ::mdl_0002::ad_3dsmax_bitmap_bump(
96
+ filename : texture_2d("folder_0001/image_0002.jpg", ::tex::gamma_srgb),
97
+ cliph : 1.0f,
98
+ clipu : 0.0f,
99
+ clipv : 0.0f,
100
+ clipw : 1.0f,
101
+ mapChannel : 1,
102
+ U_angle : 0.0f,
103
+ U_Mirror : false,
104
+ U_Offset : 0.0f,
105
+ U_Tile : true,
106
+ U_Tiling : 1.0f,
107
+ UVW_Type : 0,
108
+ V_angle : 0.0f,
109
+ V_Mirror : false,
110
+ V_Offset : 0.0f,
111
+ V_Tile : true,
112
+ V_Tiling : 1.0f,
113
+ W_angle : 0.0f,
114
+ alphaFromRGB : false,
115
+ bump_amount : 1.0f,
116
+ clamp : false,
117
+ invert : false,
118
+ output_amount : 1.0f,
119
+ rgb_level : 1.0f,
120
+ rgb_offset : 0.0f,
121
+ factor : 0.08f
122
+ ),
123
+ texmap_opacity : 1.0f
124
+ );
125
+
126
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0015.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_031()
27
+ [[
28
+ anno::display_name("Material_031")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.623529,0.0784314,0.0784314),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.117647,0.117647,0.117647),
34
+ reflection_glossiness : 0.9f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0016.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_049()
27
+ [[
28
+ anno::display_name("Material_049")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.705882,0.705882,0.705882),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.117647,0.117647,0.117647),
34
+ reflection_glossiness : 0.9f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0017.mdl ADDED
@@ -0,0 +1,79 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+ //Error: [Unknown] parm: Reflection
25
+
26
+ // Body
27
+ export material Material_050()
28
+ [[
29
+ anno::display_name("Material_050")
30
+ ]]
31
+ = ::mdl_0003::VRayMtl(
32
+ Diffuse : ::mdl_0002::ad_3dsmax_falloff(
33
+ color1 : base::texture_return(tint:color(0.231373,0.239216,0.25098), mono:1),
34
+ color2 : base::texture_return(tint:color(0.229441,0.239599,0.249266), mono:1),
35
+ falloff_type : ::mdl_0002::Perpendicular_Parallel,
36
+ falloff_direction : ::mdl_0002::View,
37
+ nearDistance : 0.0f,
38
+ farDistance : 100.0f
39
+ ).tint,
40
+ diffuse_roughness : 0.0f,
41
+ Reflection : color(0.783306,0.783306,0.783306),
42
+ reflection_glossiness : 0.95f,
43
+ reflection_fresnel : true,
44
+ reflection_ior : 20.0f,
45
+ reflection_lockIOR : false,
46
+ invert_reflection_ior : false,
47
+ reflection_metalness : 0.0f,
48
+ Refraction : color(0.0,0.0,0.0),
49
+ refraction_glossiness : 1.0f,
50
+ refraction_ior : 1.6f,
51
+ invert_refraction_ior : false,
52
+ refraction_dispersion_on : false,
53
+ refraction_dispersion : 50.0f,
54
+ refraction_fogColor : color(1.0,1.0,1.0),
55
+ refraction_fogBias : 0.0f,
56
+ refraction_fogMult : 1.0f,
57
+ translucency_on : ::mdl_0003::translucency_none,
58
+ translucency_scatterCoeff : 0.0f,
59
+ translucency_fbCoeff : 1.0f,
60
+ translucency_color : color(1.0,1.0,1.0),
61
+ self_illumination : color(0.0,0.0,0.0),
62
+ self_illumination_multiplier : 1.0f,
63
+ coat_amount : 0.0f,
64
+ coat_color : color(1.0,1.0,1.0),
65
+ coat_glossiness : 1.0f,
66
+ coat_ior : 1.6f,
67
+ invert_coat_ior : false,
68
+ coat_bump_lock : false,
69
+ sheen_color : color(0.0,0.0,0.0),
70
+ sheen_glossiness : 0.8f,
71
+ brdf_type : ::mdl_0003::brdf_ward,
72
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
73
+ anisotropy : 0.6f,
74
+ anisotropy_rotation : 90.0f,
75
+ anisotropy_channel : 1,
76
+ texmap_opacity : 1.0f
77
+ );
78
+
79
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0018.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_070()
27
+ [[
28
+ anno::display_name("Material_070")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.215686,0.215686,0.215686),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.607843,0.607843,0.607843),
34
+ reflection_glossiness : 0.9f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/AutoclaveCappingMachine_BottleWashingMachine/Materials/mdl_0019.mdl ADDED
@@ -0,0 +1,71 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ///\authors: Auto-generated by vray_to_mdl_export.ms script.
2
+ ///\description: Translated VRay material.
3
+
4
+ mdl 1.6;
5
+
6
+ // Import
7
+ import ::anno::*;
8
+ import ::base::transform_coordinate;
9
+ import ::base::rotation_translation_scale;
10
+ import ::base::file_texture;
11
+ import ::base::mono_mode;
12
+ import ::base::texture_coordinate_info;
13
+ import ::base::texture_return;
14
+ import ::state::normal;
15
+ import ::state::texture_coordinate;
16
+ import ::state::texture_tangent_u;
17
+ import ::state::texture_tangent_v;
18
+ import ::tex::gamma_mode;
19
+ import ::tex::wrap_mode;
20
+ import mdl_0001::*;
21
+ import mdl_0002::*;
22
+ import mdl_0003::*;
23
+ import mdl_0004::*;
24
+
25
+ // Body
26
+ export material Material_072()
27
+ [[
28
+ anno::display_name("Material_072")
29
+ ]]
30
+ = ::mdl_0003::VRayMtl(
31
+ Diffuse : color(0.0352941,0.0352941,0.0352941),
32
+ diffuse_roughness : 0.0f,
33
+ Reflection : color(0.0431373,0.0431373,0.0431373),
34
+ reflection_glossiness : 0.66f,
35
+ reflection_fresnel : false,
36
+ reflection_ior : 1.6f,
37
+ reflection_lockIOR : true,
38
+ invert_reflection_ior : false,
39
+ reflection_metalness : 0.0f,
40
+ Refraction : color(0.0,0.0,0.0),
41
+ refraction_glossiness : 1.0f,
42
+ refraction_ior : 1.6f,
43
+ invert_refraction_ior : false,
44
+ refraction_dispersion_on : false,
45
+ refraction_dispersion : 50.0f,
46
+ refraction_fogColor : color(1.0,1.0,1.0),
47
+ refraction_fogBias : 0.0f,
48
+ refraction_fogMult : 1.0f,
49
+ translucency_on : ::mdl_0003::translucency_none,
50
+ translucency_scatterCoeff : 0.0f,
51
+ translucency_fbCoeff : 1.0f,
52
+ translucency_color : color(1.0,1.0,1.0),
53
+ self_illumination : color(0.0,0.0,0.0),
54
+ self_illumination_multiplier : 1.0f,
55
+ coat_amount : 0.0f,
56
+ coat_color : color(1.0,1.0,1.0),
57
+ coat_glossiness : 1.0f,
58
+ coat_ior : 1.6f,
59
+ invert_coat_ior : false,
60
+ coat_bump_lock : false,
61
+ sheen_color : color(0.0,0.0,0.0),
62
+ sheen_glossiness : 0.8f,
63
+ brdf_type : ::mdl_0003::brdf_blinn,
64
+ brdf_useRoughness : ::mdl_0003::brdf_glossiness,
65
+ anisotropy : 0.0f,
66
+ anisotropy_rotation : 0.0f,
67
+ anisotropy_channel : 1,
68
+ texmap_opacity : 1.0f
69
+ );
70
+
71
+
Instruments/BalaoVolumetrico/.thumbs/256x256/BalaoVolumetrico_100mL.usdc.png ADDED

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