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    Unsolved How to write a Custom Car paint Material supporting Normal mapping in Qt 3D Studio

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    • E
      Ed01 last edited by Ed01

      Here is my code but I don't have the normal applied to the base color:

      <Material name="carpaint_color_peel_2_layer" version="1.0">
      <MetaData >
      <Property formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png" category="Material"/>
      <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/>
      <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/>
      <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/>
      <Property formalName="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/>
      <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/>
      <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/>
      <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/>
      <Property formalName="Coat Index of refraction" name="coating_ior" description="Index of refraction of the coat" type="Float" default="1.500000" category="Top coat"/>
      <Property formalName="Coat Weight" name="coat_weight" description="Weight of the coat" type="Float" default="1.000000" category="Top coat"/>
      <Property formalName="Coat Micro roughness" name="coat_roughness" description="Micro roughness of the coat" type="Float" default="0.000000" category="Top coat"/>
      <Property formalName="Coat Color" name="coat_color" description="Base color of the coat" type="Color" default="1 1 1" category="Top coat"/>
      <Property formalName="Flake Weight" name="flake_intensity" description="Intensity of the flakes" type="Float" default="0.500000" category="Flake layer"/>
      <Property formalName="Flake size" name="flake_size" description="Size of the flakes" type="Float" default="0.002000" category="Flake layer"/>
      <Property formalName="Flake amount" name="flake_amount" description="Amount of flakes" type="Float" default="0.220000" category="Flake layer"/>
      <Property formalName="Flake Micro roughness" name="flake_roughness" description="Micro roughness of the flakes" type="Float" default="0.200000" category="Flake layer"/>
      <Property formalName="Flake Color" name="flake_color" type="Color" description="Base color of the flakes" default="1 0.7 0.02" category="Flake layer"/>
      <Property formalName="Base Color" name="base_color" type="Color" description="Base color of the material" default="0.1 0.001 0.001" category="Base paint"/>
      <Property formalName="Flake Macro roughness" name="flake_bumpiness" description="Bumpiness of the flakes" type="Float" default="0.600000" category="Flake layer"/>
      <Property formalName="Orange Peel Size" name="peel_size" description="Orange peel bump size" type="Float" default="1.000000" category="Top coat"/>
      <Property formalName="Orange Peel Amount" name="peel_amount" description="Orange peel amount" type="Float" default="0.010000" category="Top coat"/>
      <Property formalName="Tiling" name="texture_tiling" type="Float2" default="1 1" description="Scaling of the textures" category="Material"/>
      <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/Catwoman_Body V3 N.jpg" category="Material"/>
      <Property formalName="Bump Amount" name="bump_amount" type="Float" default="1.000000" description="Value determining the bumpiness" category="Material"/>
      <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/Catwoman_Body V3 N.jpg" category="Material"/>
      </MetaData>
      <Shaders type="GLSL" version="330">
      <Shader>
      <Shared> </Shared>
      <VertexShader>
      </VertexShader>
      <FragmentShader>

      // add enum defines
      #define mono_alpha 0
      #define mono_average 1
      #define mono_luminance 2
      #define mono_maximum 3
      #define wrap_clamp 0
      #define wrap_repeat 1
      #define wrap_mirrored_repeat 2
      #define gamma_default 0
      #define gamma_linear 1
      #define gamma_srgb 2
      #define texture_coordinate_uvw 0
      #define texture_coordinate_world 1
      #define texture_coordinate_object 2
      #define scatter_reflect 0
      #define scatter_transmit 1
      #define scatter_reflect_transmit 2

      #define QT3DS_ENABLE_UV0 1
      #define QT3DS_ENABLE_WORLD_POSITION 1
      #define QT3DS_ENABLE_TEXTAN 1
      #define QT3DS_ENABLE_BINORMAL 1

      #include "vertexFragmentBase.glsllib"

      // set shader output
      out vec4 fragColor;

      // add structure defines
      struct layer_result
      {
      vec4 base;
      vec4 layer;
      mat3 tanFrame;
      };

      struct texture_coordinate_info
      {
      vec3 position;
      vec3 tangent_u;
      vec3 tangent_v;
      };

      struct texture_return
      {
      vec3 tint;
      float mono;
      };

      // temporary declarations
      texture_coordinate_info tmp2;
      texture_coordinate_info tmp3;
      texture_return tmp4;
      vec3 tmp5;
      vec3 ftmp0;
      vec3 ftmp1;
      float ftmp2;
      float ftmp3;
      vec4 tmpShadowTerm;

      layer_result layers[3];

      #include "SSAOCustomMaterial.glsllib"
      #include "sampleLight.glsllib"
      #include "sampleProbe.glsllib"
      #include "sampleArea.glsllib"
      #include "cube.glsllib"
      #include "random255.glsllib"
      #include "perlinNoise.glsllib"
      #include "perlinNoiseBumpTexture.glsllib"
      #include "coordinateSource.glsllib"
      #include "square.glsllib"
      #include "calculateRoughness.glsllib"
      #include "evalBakedShadowMap.glsllib"
      #include "evalEnvironmentMap.glsllib"
      #include "luminance.glsllib"
      #include "monoChannel.glsllib"
      #include "fileTexture.glsllib"
      #include "transformCoordinate.glsllib"
      #include "rotationTranslationScale.glsllib"
      #include "textureCoordinateInfo.glsllib"
      #include "tangentSpaceNormalTexture.glsllib"
      #include "microfacetBSDF.glsllib"
      #include "physGlossyBSDF.glsllib"
      #include "simpleGlossyBSDF.glsllib"
      #include "weightedLayer.glsllib"
      #include "miNoise.glsllib"
      #include "flakeNoiseBumpTexture.glsllib"
      #include "flakeNoiseTexture.glsllib"
      #include "diffuseReflectionBSDF.glsllib"
      #include "fresnelLayer.glsllib"

      bool evalTwoSided()
      {
      return( false );
      }

      vec3 computeFrontMaterialEmissive()
      {
      return( vec3( 0, 0, 0 ) );
      }

      void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
      {
      #if QT3DS_ENABLE_CG_LIGHTING
      layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, coat_roughness, coat_roughness, scatter_reflect );

      layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, flake_roughness, flake_roughness, scatter_reflect );

      layers[2].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
      layers[2].layer += tmpShadowTerm * microfacetBSDF( layers[2].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.300000, 0.300000, scatter_reflect );

      #endif
      }

      void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
      {
      #if QT3DS_ENABLE_CG_LIGHTING
      layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, coat_roughness, coat_roughness );

      layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, flake_roughness, flake_roughness );

      layers[2].base += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[2].tanFrame, varWorldPos, lightIdx );
      layers[2].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[2].tanFrame, varWorldPos, lightIdx, viewDir, 0.300000, 0.300000 );

      #endif
      }

      void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
      {
      #if !QT3DS_ENABLE_LIGHT_PROBE
      layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness, scatter_reflect );

      layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, flake_roughness, flake_roughness, scatter_reflect );

      layers[2].base += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
      layers[2].layer += tmpShadowTerm * microfacetSampledBSDF( layers[2].tanFrame, viewDir, 0.300000, 0.300000, scatter_reflect );

      #else
      layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, coat_roughness );

      layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, flake_roughness );

      layers[2].base += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
      layers[2].layer += tmpShadowTerm * sampleGlossy( layers[2].tanFrame, viewDir, 0.300000 );

      #endif
      }

      vec3 computeBackMaterialEmissive()
      {
      return( vec3(0, 0, 0) );
      }

      void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
      {
      #if QT3DS_ENABLE_CG_LIGHTING
      layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
      layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
      #endif
      }

      void computeBackAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
      {
      #if QT3DS_ENABLE_CG_LIGHTING
      layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
      layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
      #endif
      }

      void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
      {
      #if !QT3DS_ENABLE_LIGHT_PROBE
      layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
      layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
      #else
      layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
      layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
      #endif
      }

      float computeIOR()
      {
      return( false ? 1.0 : luminance( vec3( 1, 1, 1 ) ) );
      }

      float evalCutout()
      {
      return( 1.000000 );
      }

      vec3 computeNormal()
      {
      return( tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat ) );
      }

      void computeTemporaries()
      {
      tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
      tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb );
      tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat );tmp2 = coordinateSource(texture_coordinate_object, 0 );
      ftmp0 = tmp4.tint;
      ftmp1 = flakeNoiseBumpTexture(tmp2, flake_size, flake_bumpiness, normal );
      ftmp2 = flakeNoiseTexture(tmp2, flake_intensity, flake_size, flake_amount ).mono;
      ftmp3 = flakeNoiseTexture(tmp2, 0.000000, 0.002200, 1.000000 ).mono;
      tmpShadowTerm = evalBakedShadowMap( texCoord0 );
      }

      vec4 computeLayerWeights( in float alpha )
      {
      vec4 color;
      color = weightedLayer( ftmp3, vec4( vec3( 1, 0.01, 0.01 ), 1.0).rgb, layers[2].layer, layers[2].base * vec4( base_color.rgb, 1.0), alpha );
      color = weightedLayer( ftmp2, flake_color.rgb, layers[1].layer, color, color.a );
      color = fresnelLayer( ftmp0, vec3( coating_ior ), coat_weight, coat_color.rgb, layers[0].layer, color, color.a );
      return color;
      }

      void initializeLayerVariables(void)
      {
      // clear layers
      layers[0].base = vec4(0.0, 0.0, 0.0, 1.0);
      layers[0].layer = vec4(0.0, 0.0, 0.0, 1.0);
      layers[0].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp0, tangent), ftmp0 ) );
      layers[1].base = vec4(0.0, 0.0, 0.0, 1.0);
      layers[1].layer = vec4(0.0, 0.0, 0.0, 1.0);
      layers[1].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp1, tangent), ftmp1 ) );
      layers[2].base = vec4(0.0, 0.0, 0.0, 1.0);
      layers[2].layer = vec4(0.0, 0.0, 0.0, 1.0);
      layers[2].tanFrame = orthoNormalize( mat3( tangent, cross(normal, tangent), normal ) );
      }

          </FragmentShader>
      </Shader>
      </Shaders>
      

      <Passes >
      <ShaderKey value="5"/>
      <LayerKey count="3"/>
      <Pass >
      </Pass>
      </Passes>
      </Material>

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