Material Database

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<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>milled_aluminium</name>
		<phong>
			<exponent>
					<constant>70.0000000000000000</constant>
			</exponent>
			<bump>
				<shader>
						<param>
							<real>
								<name>BumpMult</name>
								<description>carving depth</description>
								<min>0.0010000000000000</min>
								<max>2.0000000000000000</max>
								<value>0.2509000000000000</value>
							</real>
						</param>
						<param>
							<real>
								<name>ScaleUV</name>
								<description>tool scale</description>
								<min>0.0100000000000000</min>
								<max>100.0000000000000000</max>
								<value>20.5079999999999990</value>
							</real>
						</param>
						<param>
							<real>
								<name>Rings</name>
								<description>tool shape (approximative furrows count, also offsetting the random shape)</description>
								<min>1.0000000000000000</min>
								<max>100.0000000000000000</max>
								<value>11.8900000000000020</value>
							</real>
						</param>
						<param>
							<real>
								<name>Variance</name>
								<description>randomization of the milling coordinates</description>
								<min>0.0000000000000000</min>
								<max>4.0000000000000000</max>
								<value>1.3600000000000001</value>
							</real>
						</param>
						<param>
							<int>
								<name>Noisy</name>
								<description>0: sinusoidal tool shape, 1: random tool shape</description>
								<min>0</min>
								<max>1</max>
								<value>1</value>
							</int>
						</param>
						<shader><![CDATA[

def eval() real :

let

scale = paramScaleUV()
rings = paramRings()
bumpMult = paramBumpMult()
variance = paramVariance()
noisy = paramNoisy()==1
placement = 6.2832
dots = dist(
	voronoi(
		tex()*scale,
		variance
	),
	tex()*scale
) * placement * rings
shape = if(noisy, noise(dots+rings ), sin(dots))

in

		(shape * bumpMult)
				/
	(scale * placement * 100.0)

]]></shader>
				</shader>
			</bump>
			<layer>0</layer>
			<fresnel_scale>0.6666666666666667</fresnel_scale>
			<ior>1.0000000000000000</ior>
			<nk_data>nkdata/al.nk</nk_data>
		</phong>
	</material>
</scenedata>

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