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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
    <material>
        <uid>60</uid>
        <name>rock</name>
        <phong>
            <texture>
                <path>PACKED_0_PACKED_0_beach rock tile.jpg</path>
                <a>0</a>
                <b>1</b>
                <c>0</c>
                <uv_set_index>0</uv_set_index>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <texture>
                <path>PACKED_1_beach rock tile blurbump.jpg</path>
                <a>0</a>
                <b>0.006</b>
                <c>-0.003</c>
                <uv_set_index>0</uv_set_index>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <texture>
                <path>PACKED_2_PACKED_1_beach rock tile bump.jpg</path>
                <a>0</a>
                <b>0.003</b>
                <c>0</c>
                <uv_set_index>0</uv_set_index>
                <exponent>0.65656</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <shared_shader_info>
                <shader>
                    <![CDATA[]]>
</shader>
            </shared_shader_info>
            <diffuse_albedo>
                <texture>
                    <texture_index>0</texture_index>
                </texture>
            </diffuse_albedo>
            <exponent>
                <constant>50</constant>
            </exponent>
            <bump>
                <texture>
                    <texture_index>2</texture_index>
                </texture>
            </bump>
            <displacement>
                <texture>
                    <texture_index>1</texture_index>
                </texture>
            </displacement>
            <fresnel_scale>
                <constant>1</constant>
            </fresnel_scale>
            <layer>0</layer>
            <ior>1.35</ior>
            <nk_data />
        </phong>
    </material>
    <material>
        <uid>61</uid>
        <name>moss</name>
        <diffuse>
            <texture>
                <path>PACKED_3_PACKED_2_moss_tile.jpg</path>
                <a>0</a>
                <b>0.5</b>
                <c>0</c>
                <uv_set_index>0</uv_set_index>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>2 0 0 2</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <texture>
                <path>PACKED_1_beach rock tile blurbump.jpg</path>
                <a>0</a>
                <b>0.005</b>
                <c>-0</c>
                <uv_set_index>0</uv_set_index>
                <exponent>2.2</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <texture>
                <path>PACKED_4_PACKED_3_beach rock tile blurbump.jpg</path>
                <a>0</a>
                <b>0.003</b>
                <c>0</c>
                <uv_set_index>0</uv_set_index>
                <exponent>0.65656</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <shared_shader_info>
                <shader>
                    <![CDATA[]]>
</shader>
            </shared_shader_info>
            <albedo>
                <texture>
                    <texture_index>0</texture_index>
                </texture>
            </albedo>
            <bump>
                <texture>
                    <texture_index>2</texture_index>
                </texture>
            </bump>
            <displacement>
                <texture>
                    <texture_index>1</texture_index>
                </texture>
            </displacement>
            <random_triangle_colours>false</random_triangle_colours>
            <layer>0</layer>
        </diffuse>
    </material>
    <material>
        <uid>62</uid>
        <name>mossy rock</name>
        <blend>
            <texture>
                <path>PACKED_4_PACKED_3_beach rock tile blurbump.jpg</path>
                <a>0</a>
                <b>50</b>
                <c>0.1</c>
                <uv_set_index>0</uv_set_index>
                <exponent>6</exponent>
                <tex_coord_generation>
                    <uv>
                        <matrix>1 0 0 1</matrix>
                        <translation>0 0</translation>
                    </uv>
                </tex_coord_generation>
                <smooth>false</smooth>
            </texture>
            <shared_shader_info>
                <shader>
                    <![CDATA[]]>
</shader>
            </shared_shader_info>
            <a_name>rock</a_name>
            <b_name>moss</b_name>
            <blend>
                <texture>
                    <texture_index>0</texture_index>
                </texture>
            </blend>
            <step_blend>false</step_blend>
        </blend>
    </material>
    <material>
        <uid>8</uid>
        <name>mossy rock cover</name>
        <blend>
            <shared_shader_info>
                <shader>
                    <![CDATA[]]>
</shader>
            </shared_shader_info>
            <a_name>rock</a_name>
            <b_name>mossy rock</b_name>
            <blend>
                <shader>
                    <param>
                        <real>
                            <name>MossX</name>
                            <description>Moss Cover in the X direction</description>
                            <min>-1</min>
                            <max>1</max>
                            <value>0.55</value>
                        </real>
                    </param>
                    <param>
                        <real>
                            <name>MossY</name>
                            <description>Moss Cover in the Y direction</description>
                            <min>-1</min>
                            <max>1</max>
                            <value>-0.58</value>
                        </real>
                    </param>
                    <param>
                        <real>
                            <name>MossZ</name>
                            <description>Moss Cover in the Z direction</description>
                            <min>-1</min>
                            <max>1</max>
                            <value>1</value>
                        </real>
                    </param>
                    <param>
                        <real>
                            <name>MossCover</name>
                            <description>Proportion of Rock to Moss</description>
                            <min>-1</min>
                            <max>1</max>
                            <value>0.5</value>
                        </real>
                    </param>
                    <shader>
                        <![CDATA[def eval() real :
	if(dot(normalWS(), vec3(paramMossX(), paramMossY(), paramMossZ())) > paramMossCover(),
                1.0,
                0.0)
]]>
</shader>
                </shader>
            </blend>
            <step_blend>false</step_blend>
        </blend>
    </material>
</scenedata>

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