Material Definition Language Handbook
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- Matilda Richard
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6 Material Definition Language Handbook
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8 Outline 1 The design rationale for MDL 2 The structure of a material 3 Light at a surface 4 Fabric a modular approach
9 1 The design rationale for MDL
10 red plastic ball render picture Object and appearance together
11 plastic ball render picture red Separate appearance attribute
12 ball render picture red plastic Separate appearance
13 ball render picture red plastic Attribute as appearance parameter
14 bicycle render picture red plastic A different object
15 bicycle bicycle render picture render picture red plastic blue plastic A different attribute
16 bicycle bicycle bicycle render picture render picture render picture red plastic blue plastic blue metal A different substance
17 geometry render picture parameters material The general categories
18 geometry render picture MDL parameters material The domain of MDL
19 Object (Le Déjeuner en fourrure) Méret Oppenheim, 1936
20 Two big ideas
21 Idea #1: Light is only reflected, transmitted and emitted.
22 Reflection, transmission and emission
23 Reflection and refraction
24 Emission
25 Volume effects
26 Idea #2: Angles matter.
27 A perfectly specular surface
28 A perfectly diffuse surface
29 Surfaces of increasing roughness resulting in decreasing glossiness
30 Examples of the distribution function
31 Varying brightness based on the angle of view with a constant light angle
32 Varying brightness based on the incident angle of light with a constant view angle
33 The effect of increasing surface roughness on transmission
34 A normal vector forms a 90-degree angle to the surface
35 The normal vector creates a frame of reference for the viewing and lighting angles
36 The normal vector describes the orientation of a surface at any point
37 reflection transmission emission diffuse plaster frosted plexiglas heated iron glossy brushed aluminum shower door glass spotlight specular mirror crystal ball laser (?) Examples of the combinations of light interaction and angular dependence?
38 Material Surface Reflection and transmission Emission Volume scattering Geometric manipulation The structural model of an MDL material
39 An MDL material is a grouping of rendering properties based both on the physics of light as well as on practical and traditional techniques that extend the power of the renderer.
40 2 The structure of a material
41 A model of compound data
42 Data type: circle number number number cx cy radius A data compound type
43 Data type: circle number cx. number number cy radius A data compound type
44 Data type: circle A circle instance: circle_1 number cx cx 0. number number cy radius cy 0 radius 5 A compound type and an instance of the type
45 Data type: color number number number red green blue A compound data type
46 Data type: color number red. number number green blue A compound data type
47 Data type: color A color instance: dark_red number red red 0.5. number number green blue green 0.1 blue 0.2 A compound type and an instance of the type
48 Data type: tinted_circle number number number color cx cy radius tint A compound data type
49 Data type: tinted_circle number number number color cx cy radius tint. A compound data type
50 Data type: tinted_circle number cx number cy. A tinted_circle instance: dark_red_circle cx 0 cy 0 radius 5 number color radius tint tint A color instance red 0.5 green 0.1 blue 0.2 A doubly compound type and an instance of the type
51 The syntax of compound data in MDL
52 struct circle { float cx; float cy; float radius; }; Syntax of struct declaration
53 struct circle { float cx; float cy; float radius; }; Syntax of struct declaration
54 struct circle { float cx; float cy; float radius; }; struct struct-name {... }; type field-name ; Syntax of struct declaration
55 struct-name ( field-value,... ) Creating an instance of an MDL struct
56 struct-name ( field-value,... ). Creating an instance of an MDL struct
57 struct-name ( field-value,... ). circle(0, 0, 5) Creating an instance of an MDL struct
58 struct color { float red; float green; float blue; }; A struct declaration
59 struct color {. float red; float green; float blue; }; A struct declaration
60 struct color { float red; float green; float blue; }; color(0.5, 0.1, 0.2). An instance created from the struct type
61 Defining default values for the fields of a struct
62 struct struct-name { type field-name = default-value ;... }; Defining default values for the fields of a struct
63 struct struct-name { type field-name = default-value ;.... }; Defining default values for the fields of a struct
64 struct struct-name { type field-name = default-value ;... };. struct circle { float cx = 0.0; float cy = 0.0; float radius = 1.0; }; Defining default values for the fields of a struct
65 struct-name ( field-name: field-value ) struct-name ( field-name-1: field-value-1, field-name-2: field-value-2,... ) Name/value pairs in the argument list
66 struct-name ( field-name: field-value ). struct-name (. field-name-1: field-value-1, field-name-2: field-value-2,... ) Name/value pairs in the argument list
67 struct-name ( field-name: field-value ). circle(radius: 5.0) struct-name ( field-name-1: field-value-1, field-name-2: field-value-2,... ). circle(radius: 5.0, cx: 5, cy: 15) Creating an instance of the circle type
68 struct tinted_circle { float cx = 0.0; float cy = 0.0; float radius = 1.0; color tint = color( 0.5, 0.5, 0.5); }; A doubly compound type
69 struct tinted_circle { float cx = 0.0; float cy = 0.0; float radius = 1.0;. color tint = color( 0.5, 0.5, 0.5); }; A doubly compound type
70 struct tinted_circle { float cx = 0.0; float cy = 0.0; tinted_circle( 2, 4, 10, color(0.5, 0.1, 0.2)); float radius = 1.0;. color tint = color( 0.5, 0.5, 0.5); tinted_circle( tint: color( 1, 0, 0)) }; Creating an instance of the tinted_circle type
71 tinted_circle ( cx: 2, cy: 4, radius: 5, tint: color ( red: 0.5, green: 0.1, blue: 0.2 )); Formatting the code of compound types
72 The design of the MDL material type
73 Material Reflection properties Transmission properties Emission properties Fundamental surface interaction properties
74 Material Surface properties Reflection Transmission Emission Surface interaction properties grouped together
75 Material Surface properties Reflection Transmission Emission Volume properties Adding volumetric properties
76 Material Surface properties Reflection Transmission Emission Volume properties Geometric properties Adding geometric properties
77 Material Surface properties of front-facing surfaces Reflection Transmission Emission Surface properties of back-facing surfaces Reflection Transmission Emission Volume properties Geometric properties Adding a field for the appearance of back-facing surfaces
78 Material Surface properties of front-facing surfaces Reflection Transmission Emission Surface properties of back-facing surfaces Reflection Transmission Emission Volume properties Geometric properties Shared properties Index of refraction Surface treated as boundary or volume Adding shared properties
79 struct material { uniform bool thin_walled = false; material_surface surface = material_surface(); material_surface backface = material_surface(); uniform color ior = color(1.0); material_volume volume = material_volume(); material_geometry geometry = material_geometry(); }; The material struct
80 Material properties and distribution functions
81 struct material { uniform bool thin_walled = false; material_surface surface = material_surface(); material_surface backface = material_surface(); Surface interaction uniform color ior = color(1.0); material_volume volume = material_volume(); Volumetric effects material_geometry geometry = material_geometry(); Geometric manipulation }; The material struct
82 bsdf Reflection and transmission The distribution function (DF) types
83 Appearance dependent upon viewing angle Appearance dependent upon lighting angle The bidirectional aspect of the BSDF
84 bsdf Reflection and transmission The distribution function (DF) types
85 bsdf edf Reflection and transmission Emission The distribution function (DF) types
86 bsdf edf vdf Reflection and transmission Emission Volume The distribution function (DF) types
87 Reflection and transmission Emission Volume diffuse_reflection_bsdf diffuse_edf anisotropic_vdf diffuse_transmission_bsdf specular_bsdf spot_edf measured_edf simple_glossy_bsdf backscattering_glossy_reflection_bsdf measured_bsdf The standard distribution functions
88 struct material_surface { bsdf scattering = bsdf(); Bidirectional scattering DF material_emission emission = material_emission(); }; The struct describing surface interaction properties
89 struct material_surface { bsdf scattering = bsdf(); material_emission emission = material_emission(); Light emission property }; The struct describing surface interaction properties
90 struct material_emission { edf emission = edf(); Light emission DF color intensity = color(0.0); intensity_mode mode = intensity_radiant_exitance; }; The struct describing emissive properties
91 struct material_volume { vdf scattering = vdf(); Volume DF color absorption_coefficient = color(); color scattering_coefficient = color(); }; The struct describing volumetric properties
92 struct material_geometry { float3 displacement = float3(0.0); float cutout_opacity = 1.0; float3 normal = state::normal(); }; The struct describing geometric properties
93 material thin_walled surface scattering emission backface scattering emission ior material ( thin_walled : boolean-value, ) surface backface ior volume geometry : material-surface-instance, : material-surface-instance, : color-instance, : material-volume-instance, : material-geometry-instance volume scattering geometry
94 2 Light at a surface
95 The simplest material
96 material() The simplest material
97 Material property material_surface material_emission material_volume material_geometry Effect of its default value No reflection or transmission of light No emission of light No absorption or scattering of light in the volume No manipulation of the surface Visual effect of the default values of the material properties
98 material nil() = material(); Creating a material definition from the simplest material
99 declaration = definition ; Syntax of a material creation
100 material name(material-parameters) = material(material-arguments); Syntax of arguments and parameters
101 material name ( material-parameters ) = material ( material-arguments ); Formatting a material definition
102 The compound structure of a diffuse reflection material
103 material instance material properties distribution functions A model of the nesting of data in an MDL material
104 material plaster () = material ( material-arguments ); Defining a material named plaster
105 material plaster () = material ( surface: surface-property ); Adding the surface field
106 material plaster () = material ( surface: material_surface ( material-surface-arguments )); Using the material_surface property
107 material plaster () = material ( surface: material_surface ( scattering: bsdf-instance )); Adding the scattering field to the material_surface property
108 material plaster () = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( bsdf-arguments ))); Using the diffuse reflection BSDF
109 material plaster () = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: color(0.7) ))); The definition of the plaster material
110 The appearance of diffuse reflection produced by the plaster material
111 material thin_walled surface scattering emission backface scattering emission material plaster () = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: color(0.7) ))); ior volume scattering geometry
112 The material's role in the rendering system
113 material plaster () = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: color(0.7) ))); The plaster material defines no parameters
114 plaster() No arguments can be supplied to the plaster material
115 material plaster ( parameter-declarations ) = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( parameter-references ))); Adding parameters to the plaster material
116 material plaster ( color tint = color(0.7) ) Tint exposed as a parameter = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: tint ))); Using the tint parameter value Exposing the tint parameter in the interface
117 plaster(tint: color(0.3, 0.1, 0.1)) Using the plaster material with a value for the tint argument
118 material plaster ( color tint = color(0.7), float roughness = 0.0 ) Degree of roughness as a parameter = material ( surface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: tint, roughness: roughness ))); Roughness passed to the BSDF Exposing the roughness parameter in the interface
119 Diffuse transmission
120 material diffuse_transmission () = material ( surface: material_surface ( scattering: df::diffuse_transmission_bsdf ( tint: color(1.0) ))); Diffuse transmission A simple material for diffuse transmission
121 Diffuse transmission
122 Diffuse transmission through a thin object
123 Shadows visible from diffuse transmission through a thin object
124 Light emission
125 material thin_walled surface scattering emission backface scattering emission ior material emission ( color tint = color(1.0) ) = material ( surface: material_surface ( emission: material_emission ( emission: df::diffuse_edf(), intensity: tint ))); Light emission from front surface volume scattering geometry
126 Emissive rectangular polygons
127 material thin_walled surface scattering emission backface scattering emission ior volume scattering material emission_with_diffuse_backface ( color tint = color(1), color backtint = color(.8,.78,.75) ) = material ( thin_walled: true, surface: material_surface ( emission: material_emission ( emission: df::diffuse_edf(), intensity: tint )), backface: material_surface ( scattering: df::diffuse_reflection_bsdf ( tint: backtint ))); Light emission from front surface Diffuse reflection from back surface geometry
128 Emission from the front of the polygon, diffuse reflection from the back
129 Lighting environment of the images of the previous section
130 Emissive objects of the previous image pointing down
131 Emissive objects of the previous image pointing up
132 Specular interaction at a surface
133 bsdf specular_bsdf ( color tint = color(1.0), uniform scatter_mode mode = df::scatter_reflect Scattering mode ); The reflection mode of the specular BSDF
134 enum scatter_mode { scatter_reflect, scatter_transmit, scatter_reflect_transmit }; The three scatter modes
135 material thin_walled surface scattering emission backface scattering emission material mirror () = material ( surface: material_surface ( scattering: df::specular_bsdf ( tint: color(0.5), mode: df::scatter_reflect ))); Specular reflection ior volume scattering geometry
136 Pure specular reflection
137 Lighting environment of previous image
138 Effect of different lighting environment on the specular surfaces
139 Close-up of previous image
140 Small emissive surfaces pointing toward the ceiling
141 Close-up of bounce-light from ceiling
142 Specular transmission at a surface
143 Specular transmission
144 material specular_transmission ( color tint = color(1) ) = material ( ior: color(1.3), surface: material_surface ( scattering: df::specular_bsdf ( tint: tint, mode: df::scatter_transmit ))); Transmission mode A specular transmission material
145 Modifying the transmissive color
146 Hue effects of transmissive color
147 Combining specular reflection and transmission
148 Glossy interaction
149 Glossy reflection
150 Glossy transmission
151 Combining glossy reflection and transmission
152 Lighting techniques
153 diffuse reflection emission Surrounding an emissive surface with a diffuse reflection surface
154 Emissive surfaces contained within a non-emissive objects
155 Specular reflections using a sun and sky simulation
156 Close-up of sun and sky simulation
157 4 Fabric a modular approach
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160 From A Practical Microcylinder Appearance Model for Cloth Rendering, Iman Sadeghi et al., 2013
161 From A Practical Microcylinder Appearance Model for Cloth Rendering, Iman Sadeghi et al., 2013
162 From A Practical Microcylinder Appearance Model for Cloth Rendering, Iman Sadeghi et al., 2013
163 From A Practical Microcylinder Appearance Model for Cloth Rendering, Iman Sadeghi et al., 2013
164 From A Practical Microcylinder Appearance Model for Cloth Rendering, Iman Sadeghi et al., 2013
165 A fabric material in MDL
166 o warp o weft
167 highlight (warp) highlight layering (iridescence) highlight layering (weft) layering (thin silk) translucency highlight Relationship of the components in the fabric material design
168 Combining distribution functions
169 Simple car paint material with clear coat
170 Layers: diffuse, edge coloring, broad highlight, narrow highlight, clear coat
171 All layers
172 normalized_mix Weights normalized if sum greater than 1.0 clamped_mix Weights added until greater than 1.0, then clamped Mixing distribution functions
173 weighted_layer fresnel_layer custom_curve_layer measured_curve_layer Add layer based on weight factor Add layer according to the index of refraction Add layer based on directionally dependent function Add layer based on a measured reflectance curve Layering distribution functions
174 Defining the warp layer
175 material anisotropic_glossy ( color tint = color(0.7), float roughness_u = 1.0, float roughness_v = 0.15) = material ( surface: material_surface ( scattering: df::simple_glossy_bsdf ( Glossy distribution tint: tint, roughness_u: roughness_u, roughness_v: roughness_v, Anisotropic effect mode: df::scatter_reflect))); Definition of the warp reflection
176 anisotropic_glossy ( tint: color(0.3,0.22,0.3), roughness_v: 0.3)
177 Defining the weft layer
178 Module std df state math tex limits anno Functionality Imports all other standard modules and re-exports all declarations Elemental distribution functions, modifiers, and combiners Renderer state functions Library math functions and constants Library texture functions Global constants Annotations MDL standard modules
179 float3 modify_normal_u(float factor = 1.0) { return math::normalize( state::normal() Take the normal vector + state::texture_tangent_u(0) and push it over * factor); by some amount. } Modifying the surface normal for multiple highlights in the weft
180 material parameters field values A material s field values can refer to the material s parameters
181 material material parameters parameters temporary variables field values field values Temporary variables define intermediate values for use in the field values
182 material material material parameters material name ( parameters ) = parameters field values temporary variables let { } variables field values material ( ) field values The syntax of the three primary structural components of a material
183 material material name ( parameters ) = let { } variables material ( ) field values
184 material name ( parameters ) = let { variables } material ( ) material field values material anisotropic_glossy_three_lobes ( color tint = color(0.7), float roughness = 0.1, uniform float normal_strength = 1.5) = let { float3 start_normal = modify_normal_u(-normal_strength); float3 middle_normal = state::normal(); float3 end_normal = modify_normal_u(normal_strength); bsdf glossy_component = anisotropic_glossy ( tint: tint, roughness_v: 1, roughness_u: roughness).surface.scattering; } in material ( surface: material_surface ( scattering: df::weighted_layer ( weight: 0.5, normal: middle_normal, layer: glossy_component, base: df::weighted_layer ( weight: 0.5, normal: end_normal, layer: glossy_component, base: df::weighted_layer ( weight: 1.0, normal: start_normal, layer: glossy_component)))));
185 material anisotropic_glossy_three_lobes ( color tint = color(0.7), float roughness = 0.1, uniform float normal_strength = 1.5) = let { float3 start_normal = modify_normal_u(-normal_strength); float3 middle_normal = state::normal(); float3 end_normal = modify_normal_u(normal_strength); bsdf glossy_component = anisotropic_glossy ( tint: tint, roughness_v: 1, roughness_u: roughness).surface.scattering; } in material ( surface: material_surface ( scattering: df::weighted_layer ( weight: 0.5, normal: middle_normal, layer: glossy_component, base: df::weighted_layer ( weight: 0.5, normal: end_normal, layer: glossy_component, base: df::weighted_layer ( weight: 1.0, normal: start_normal, layer: glossy_component))))); Signature Temporary variables Field values
186 material anisotropic_glossy_three_lobes (... ) = let { float3 start_normal = modify_normal_u(-normal_strength); float3 middle_normal = state::normal(); float3 end_normal = modify_normal_u(normal_strength); bsdf glossy_component = anisotropic_glossy ( tint: tint, roughness_v: 1, roughness_u: roughness).surface.scattering; } in material ( surface: material_surface ( scattering: df::weighted_layer ( weight: 0.5, normal: middle_normal, layer: glossy_component, base: df::weighted_layer ( weight: 0.5, normal: end_normal, layer: glossy_component, base: df::weighted_layer ( weight: 1.0, normal: start_normal, layer: glossy_component))))); Layer Layer Layer
187 material anisotropic_glossy_three_lobes (... ) = let { float3 start_normal = modify_normal_u(-normal_strength); float3 middle_normal = state::normal(); float3 end_normal = modify_normal_u(normal_strength); bsdf glossy_component = anisotropic_glossy ( tint: tint, roughness_v: 1, roughness_u: roughness).surface.scattering; } in material ( surface: material_surface ( scattering: df::weighted_layer ( weight: 0.5, normal: middle_normal, layer: glossy_component, base: df::weighted_layer ( weight: 0.5, normal: end_normal, layer: glossy_component, base: df::weighted_layer ( weight: 1.0, normal: start_normal, layer: glossy_component))))); Bend the normal vector one way Leave it alone Bend it the other way Unmodified normal vector Modified normal vector Modified normal vector
188 anisotropic_glossy_three_lobes ( tint: color(0.2,0.3,0.2), roughness: 0.15)
189 const color magenta = color(.3,.22,.3); const color green = color(.20,.3,.2); Defining constants for named colors
190 material warp_and_weft ( color warp_color = magenta, float warp_roughness = 0.3, color weft_color = green, float weft_roughness = 0.15, uniform float weft_normal_strength = 1.5, uniform float warp_to_weft = 3, float shadowing = 0.0) Warp control Weft control Warp contribution Shadowing Signature of material warp_and_weft
191 material warp_and_weft (... ) = let { bsdf warp = anisotropic_glossy ( tint: warp_color, roughness_u: 1.0, roughness_v: warp_roughness).surface.scattering; bsdf weft = anisotropic_glossy_three_lobes ( tint: weft_color, roughness: weft_roughness, normal_strength: weft_normal_strength).surface.scattering; float warp_weight = warp_to_weft > 1? / warp_to_weft : warp_to_weft; } in material ( surface: material_surface ( scattering: df::custom_curve_layer ( weight: shadowing, normal_reflectivity: 0.05, grazing_reflectivity: 1.0, exponent: 3, base: df::weighted_layer ( weight: warp_weight, layer: weft, base: warp)))); Layer against black (default) for shadowing Combine warp and weft layers
192 material warp_and_weft (... ) = let { bsdf warp = anisotropic_glossy ( tint: warp_color, roughness_u: 1.0, roughness_v: warp_roughness).surface.scattering; bsdf weft = anisotropic_glossy_three_lobes ( tint: weft_color, roughness: weft_roughness, normal_strength: weft_normal_strength).surface.scattering; float warp_weight = warp_to_weft > 1? / warp_to_weft : warp_to_weft; } in material ( surface: material_surface ( scattering: df::custom_curve_layer ( weight: shadowing, normal_reflectivity: 0.05, grazing_reflectivity: 1.0, exponent: 3, base: df::weighted_layer ( weight: warp_weight, layer: weft, base: warp)))); Calculate the warp layer Calculate the weft layer Calculate the warp contribution factor Use the warp contribution factor Use the warp layer Use the weft layer
193 warp_and_weft ( warp_color: color(0.3,0.22,0.3), weft_color: color(0.2,0.3,0.2))
194 material translucency ( color transmission_color = color(1)) = material ( thin_walled: true, surface: material_surface ( scattering: df::diffuse_transmission_bsdf ( tint: transmission_color))); Scattering by transmission A reusable material for translucency
195 translucency()
196 material iridescent_silk ( color warp_color = magenta, float warp_roughness = 0.3, color weft_color = green, float weft_roughness = 0.15, uniform float weft_normal_strength = 1.5, uniform float warp_to_weft = 3, float transmission_weight = 0.2, color transmission_color = color(0.95,1.0,0.95), float transmission_exponent = 3.0, float shadowing = 0.0) Warp control Weft control Warp contribution Transmission control Shadowing Signature of material iridescent_silk
197 material iridescent_silk (... ) = let { bsdf glossy = warp_and_weft ( warp_color: warp_color, warp_roughness: warp_roughness, weft_color: weft_color, weft_roughness: weft_roughness, weft_normal_strength: weft_normal_strength, warp_to_weft: warp_to_weft, shadowing: shadowing).surface.scattering; bsdf translucent = translucency ( transmission_color: transmission_color).surface.scattering; } in material ( thin_walled: true, surface: material_surface ( scattering: df::custom_curve_layer ( weight: 1.0, normal_reflectivity: transmission_weight, grazing_reflectivity: 1.0, exponent: transmission_exponent, layer: glossy, base: translucent))); Glossiness calculation Translucency calculation Layering function Glossy layer Translucent base
198 iridescent_silk()
199 iridescent_silk(transmission_weight: 0.5)
200 iridescent_silk ( warp_color: color(0.2,0.3,0.6), weft_color: color(0.07,0.05,0.05), transmission_color: color(0.95,0.95,1), transmission_weight: 0.05, shadowing: 0.3, warp_roughness: 0.3, weft_roughness: 0.15)
201 iridescent_silk ( warp_color: color(0.2,0.3,0.6), weft_color: color(0.07,0.05,0.05), transmission_color: color(0.95,0.95,1), transmission_weight: 0.05, shadowing: 0.3, warp_roughness: 0.3, weft_roughness: 0.15)
202 Other examples (and the future)
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