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lama_sheen.mtlx
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lama_sheen.mtlx
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<?xml version="1.0"?>
<materialx version="1.38" colorspace="acescg">
<nodedef name="ND_lama_sheen" node="LamaSheen" nodegroup="pbr" doc="Lama sheen" version="1.0" isdefaultversion="true">
<input name="color" type="color3" value="1, 1, 1" uiname="Color" uifolder="Main"
doc="Amount of sheen to add, per channel. When this node is used as top material in a stack, the more sheen is added, the less energy will be transmitted to the base material." />
<input name="roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Roughness" uifolder="Main"
doc="Roughness of the sheen effect. Very rough sheen can be used to create a rough diffuse look (when combined with a diffuse node by a stack or mix)." />
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Main"
doc="Shading normal, typically defined by bump or normal mapping. Defaults to the smooth surface normal if not set." />
<output name="out" type="BSDF" />
</nodedef>
<nodegraph name="IMPL_lama_sheen" nodedef="ND_lama_sheen">
<!-- Roughness -->
<multiply name="roughness_compressed" type="float">
<input name="in1" type="float" interfacename="roughness" />
<input name="in2" type="float" value="0.9" />
</multiply>
<add name="roughness_remapped" type="float">
<input name="in1" type="float" nodename="roughness_compressed" />
<input name="in2" type="float" value="0.1" />
</add>
<power name="roughness_squared" type="float">
<input name="in1" type="float" nodename="roughness_remapped" />
<input name="in2" type="float" value="2" />
</power>
<!-- BRDF -->
<sheen_bsdf name="sheen_bsdf" type="BSDF">
<input name="weight" type="float" value="1.0" />
<input name="color" type="color3" interfacename="color" />
<input name="roughness" type="float" nodename="roughness_squared" />
<input name="normal" type="vector3" interfacename="normal" />
</sheen_bsdf>
<!-- Output -->
<output name="out" type="BSDF" nodename="sheen_bsdf" />
</nodegraph>
</materialx>