AVSim/simulation-package
Simulation runtime: the third-party half of the AVSim data generation package This repository holds the third-party runtime of the Simulation data generation package, version 3: the pieces the pipeline needs that were not written by the authors. It contains no code and no data of the authors. It is not usable on its own: the private half of the package, AVSim/simulation, downloads this repository into the same directory at a pinned revision with its fetch_runtime.sh script and… See the full description on the dataset page: https://huggingface.co/datasets/AVSim/simulation-package.
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1/******************************************************************************2 * Copyright 2024 NVIDIA Corporation. All rights reserved. *3 ******************************************************************************4 5Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,6to any person obtaining a copy of the sample definition code that uses our 7Material Definition Language (the "MDL Materials"), to reproduce and distribute8the MDL Materials, including without limitation the rights to use, copy, merge,9publish, distribute, and sell modified and unmodified copies of the MDL 10Materials, and to permit persons to whom the MDL Materials is furnished to do11so, in all cases solely for use with NVIDIA's Material Definition Language,12subject to the following further conditions:13 141. The above copyright notices, this list of conditions, and the disclaimer15that follows shall be retained in all copies of one or more of the MDL16Materials, including in any software with which the MDL Materials are bundled,17redistributed, and/or sold, and included either as stand-alone text files,18human-readable headers or in the appropriate machine-readable metadata fields19within text or binary files as long as those fields can be easily viewed by the20user, as applicable.212. The name of NVIDIA shall not be used to promote, endorse or advertise any 22Modified Version without specific prior written permission, except a) to comply23 with the notice requirements otherwise contained herein; or b) to acknowledge24the contribution(s) of NVIDIA.25 26THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS27OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,28FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,29TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR 30ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, 31INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF 32CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE33THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.34*/35 36mdl 1.6;37 38import ::anno::*;39import ::base::texture_return;40import ::nvidia::core_definitions::perlin_noise_texture;41import ::state::normal;42import ::nvidia::core_definitions::thick_translucent;43import ::nvidia::core_definitions::dimension;44 45const string COPYRIGHT = 46" Copyright 2024 NVIDIA Corporation. All rights reserved.\n"47" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n"48" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n" 49" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n"50" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n"51" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" 52" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n"53" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n"54" GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n"55" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n"56" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n";57 58 59export material Jade(60 color transmission_color1 = color ( 0.8352941f , 0.8431373f , 0.6039216f)61 [[62 ::anno::display_name("Transmission Color 1"),63 ::anno::description("Color effect for transmission independent of thickness of the object."),64 ::anno::in_group("Appearance")65 ]],66 color transmission_color2 = color ( 0.4392157f , 0.6509804f , 0.282353f)67 [[68 ::anno::display_name("Transmission Color 2"),69 ::anno::description("Color effect for transmission independent of thickness of the object."),70 ::anno::in_group("Appearance")71 ]],72 uniform color volume_color = color ( 0.3488667f , 0.4877647f , 0.3940823f)73 [[74 ::anno::display_name("Volume Color"),75 ::anno::description("Color effect for volume of the object reached at transmission distance."),76 ::anno::in_group("Appearance")77 ]],78 uniform float clarity = 1.f79 [[80 ::anno::display_name("Clarity"),81 ::anno::description("Use to adapt to size of gem, smaller numbers darken the gem."),82 ::anno::soft_range(0.1,10.0),83 ::anno::in_group("Appearance")84 ]],85 uniform float3 texture_translate = float3 ( 0.f)86 [[87 ::anno::display_name("Translate"),88 ::anno::description("Controls the position of the texture."),89 ::anno::in_group("Transform")90 ]],91 uniform float3 texture_rotate = float3 ( 0.f)92 [[93 ::anno::display_name("Rotate"),94 ::anno::description("Rotates angle of the texture in degrees."),95 ::anno::in_group("Transform")96 ]],97 uniform float3 texture_scale = float3 ( 1.f)98 [[99 ::anno::display_name("Scale"),100 ::anno::description("Larger numbers increase the texture size."),101 ::anno::in_group("Transform"),102 ::nvidia::core_definitions::dimension(float3(1.0f, 1.0f, 1.0f))103 ]])104[[105 ::anno::display_name("Jade"),106 ::anno::description("Jade gem material (Default values based on 2cm stone size.)"),107 ::anno::author("NVIDIA vMaterials"),108 ::anno::contributor("Rüdiger Raab"),109 ::anno::contributor("Maik Rohland"),110 ::anno::copyright_notice(COPYRIGHT),111 ::anno::thumbnail("./.thumbs/Jade.Jade.png"),112 ::anno::key_words(string[]("gem", "jewelry", "gemstone", "transmissive", "new", "design", "jade", "green"))113]]= 114::nvidia::core_definitions::thick_translucent(115 transmission_color: ::nvidia::core_definitions::perlin_noise_texture(116 color1: transmission_color1,117 color2: transmission_color2,118 object_space: true,119 noise_levels: 3,120 absolute_noise: true,121 noise_threshold_high: 0.5f,122 noise_threshold_low: 0.f,123 scaling: float3 ( (1.f / texture_scale.x) * 400.f , (1.f / texture_scale.y) * 400.f , (1.f / texture_scale.z) * 380.f),124 translation: texture_translate ,125 rotation: texture_rotate + float3 ( 0.f, 0.f, 0.f),126 texture_space: 0).tint,127 volume_color: volume_color,128 volume_scattering: 0.98f,129 roughness: 0.1f,130 reflectivity: 0.85f,131 base_thickness: clarity * 0.01f,132 normal: ::state::normal (),133 ior: 1.61f);134 