View Source
<?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>