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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>