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standard_surface_brick_procedural.mtlx
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132 lines (132 loc) · 7.23 KB
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<?xml version="1.0"?>
<materialx version="1.39" colorspace="lin_rec709" fileprefix="../../../Images/">
<nodegraph name="NG_BrickPattern">
<input name="brick_color" type="color3" value="0.661876, 0.19088, 0" uiname="Brick Color" uifolder="Color" />
<input name="hue_variation" type="float" value="0.083" uimin="0" uimax="1" uiname="Hue Variation" uifolder="Color" />
<input name="value_variation" type="float" value="0.787" uimin="0" uimax="1" uiname="Value Variation" uifolder="Color" />
<input name="roughness_amount" type="float" value="0.853" uimin="0" uimax="1" uiname="Roughness Amount" uifolder="Roughness" />
<input name="dirt_color" type="color3" value="0.56372, 0.56372, 0.56372" uiname="Dirt Color" uifolder="Dirt" />
<input name="dirt_amount" type="float" value="0.248" uimin="0" uimax="1" uiname="Dirt Amount" uifolder="Dirt" />
<input name="uvtiling" type="float" value="3" uisoftmin="1" uisoftmax="16" uiname="UV Tiling" uifolder="Texturing" />
<multiply name="node_multiply_5" type="color3">
<input name="in1" type="color3" nodename="node_mix_6" />
<input name="in2" type="float" nodename="node_tiledimage_float_7" />
</multiply>
<mix name="node_mix_8" type="color3">
<input name="fg" type="color3" nodename="node_multiply_5" />
<input name="bg" type="color3" nodename="node_multiply_9" />
<input name="mix" type="float" nodename="node_tiledimage_float_10" />
</mix>
<constant name="node_color_11" type="color3">
<input name="value" type="color3" value="0.263273, 0.263273, 0.263273" />
</constant>
<multiply name="node_multiply_9" type="color3">
<input name="in1" type="color3" nodename="node_color_11" />
<input name="in2" type="float" nodename="node_tiledimage_float_7" />
</multiply>
<rgbtohsv name="node_rgbtohsv_12" type="color3">
<input name="in" type="color3" interfacename="brick_color" />
</rgbtohsv>
<combine3 name="node_combine3_color3_13" type="color3">
<input name="in1" type="float" nodename="node_multiply_14" />
<input name="in2" type="float" value="0" />
<input name="in3" type="float" nodename="node_multiply_15" />
</combine3>
<add name="node_add_16" type="color3">
<input name="in1" type="color3" nodename="node_combine3_color3_13" />
<input name="in2" type="color3" nodename="node_rgbtohsv_12" />
</add>
<hsvtorgb name="node_hsvtorgb_17" type="color3">
<input name="in" type="color3" nodename="node_add_16" />
</hsvtorgb>
<subtract name="node_subtract_18" type="float">
<input name="in1" type="float" nodename="node_add_19" />
<input name="in2" type="float" value="0.35" />
</subtract>
<multiply name="node_multiply_14" type="float">
<input name="in1" type="float" nodename="node_subtract_18" />
<input name="in2" type="float" interfacename="hue_variation" />
</multiply>
<multiply name="node_multiply_15" type="float">
<input name="in1" type="float" nodename="node_add_19" />
<input name="in2" type="float" nodename="node_multiply_20" />
</multiply>
<clamp name="node_clamp_0" type="color3">
<input name="in" type="color3" nodename="node_mix_8" />
</clamp>
<multiply name="node_multiply_1" type="float">
<input name="in1" type="float" nodename="node_divide_21" />
<input name="in2" type="float" nodename="node_tiledimage_float_22" />
</multiply>
<max name="node_max_1" type="float">
<input name="in1" type="float" nodename="node_tiledimage_float_10" />
<input name="in2" type="float" value="0.00001" />
</max>
<divide name="node_divide_21" type="float">
<input name="in1" type="float" interfacename="roughness_amount" />
<input name="in2" type="float" nodename="node_max_1" />
</divide>
<mix name="node_mix_6" type="color3">
<input name="fg" type="color3" interfacename="dirt_color" />
<input name="bg" type="color3" nodename="node_hsvtorgb_17" />
<input name="mix" type="float" nodename="node_multiply_23" />
</mix>
<multiply name="node_multiply_23" type="float">
<input name="in1" type="float" interfacename="dirt_amount" />
<input name="in2" type="float" nodename="node_tiledimage_float_24" />
</multiply>
<multiply name="node_multiply_25" type="float">
<input name="in1" type="float" interfacename="hue_variation" />
<input name="in2" type="float" nodename="node_tiledimage_float_26" />
</multiply>
<add name="node_add_19" type="float">
<input name="in1" type="float" nodename="node_multiply_25" />
<input name="in2" type="float" nodename="node_tiledimage_float_7" />
</add>
<multiply name="node_multiply_20" type="float">
<input name="in1" type="float" interfacename="value_variation" />
<input name="in2" type="float" nodename="node_tiledimage_float_26" />
</multiply>
<normalmap name="node_normalmap_3" type="vector3">
<input name="in" type="vector3" nodename="node_tiledimage_vector3_27" />
</normalmap>
<convert name="node_convert_1" type="vector2">
<input name="in" type="float" interfacename="uvtiling" />
</convert>
<tiledimage name="node_tiledimage_vector3_27" type="vector3">
<input name="file" type="filename" value="brick_normal.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<tiledimage name="node_tiledimage_float_22" type="float">
<input name="file" type="filename" value="brick_roughness.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<tiledimage name="node_tiledimage_float_10" type="float">
<input name="file" type="filename" value="brick_mask.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<tiledimage name="node_tiledimage_float_7" type="float">
<input name="file" type="filename" value="brick_base_gray.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<tiledimage name="node_tiledimage_float_26" type="float">
<input name="file" type="filename" value="brick_variation_mask.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<tiledimage name="node_tiledimage_float_24" type="float">
<input name="file" type="filename" value="brick_dirt_mask.jpg" />
<input name="uvtiling" type="vector2" nodename="node_convert_1" />
</tiledimage>
<output name="base_color_output" type="color3" nodename="node_clamp_0" />
<output name="specular_roughness_output" type="float" nodename="node_multiply_1" />
<output name="normal_output" type="vector3" nodename="node_normalmap_3" />
</nodegraph>
<standard_surface name="N_StandardSurface" type="surfaceshader">
<input name="base_color" type="color3" nodegraph="NG_BrickPattern" output="base_color_output" />
<input name="specular_roughness" type="float" nodegraph="NG_BrickPattern" output="specular_roughness_output" />
<input name="normal" type="vector3" nodegraph="NG_BrickPattern" output="normal_output" />
</standard_surface>
<surfacematerial name="M_BrickPattern" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="N_StandardSurface" />
</surfacematerial>
</materialx>