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<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>v_fiber_material</name>
<phong>
<exponent>
<constant>200</constant>
</exponent>
<bump>
<shader>
<shader><![CDATA[def scale() real:
0.3
def c() vec2 :
getTexCoords(0)*scale()
def cloth_x() real :
doti( c() * 100.) + noise ( c() * 8.75)
def cloth_y() real :
dotj( c() * 100.) - noise ( c() * 6.35 )
def eval() real :
(
sin( fract(cloth_x()) * 3.14159 ) * 0.2
+ sqrt ( sin ( fract( (cloth_y() + floor(cloth_x()) ) * 0.5) * 3.14159 ) ) * 0.3
+ fbm ( vec2 ( cloth_x() * 12.5 , cloth_y() * 0.5 ), 5 ) * 0.2
)
* 0.0001 / scale()]]></shader>
</shader>
</bump>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<layer>0</layer>
<ior>2.2</ior>
<nk_data></nk_data>
</phong>
</material>
<material>
<name>h_fiber_material</name>
<phong>
<exponent>
<constant>200</constant>
</exponent>
<bump>
<shader>
<shader><![CDATA[def scale() real:
0.3
def c() vec2 :
getTexCoords(0)*scale()
def cloth_x() real :
doti( c() * 100.) + noise ( c() * 8.75)
def cloth_y() real :
dotj( c() * 100.) - noise ( c() * 6.35 )
def eval() real :
(
sin( fract(cloth_y()) * 3.14159 ) * 0.2
+ sqrt ( sin ( fract( (cloth_x() + floor(cloth_y()) ) * 0.5) * 3.14159 ) ) * 0.3
+ fbm ( vec2 ( cloth_y() * 12.5 , cloth_x() * 0.5 ), 5 ) * 0.2
)
* 0.0001 / scale()]]></shader>
</shader>
</bump>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<layer>0</layer>
<ior>2.2</ior>
<nk_data></nk_data>
</phong>
</material>
<material>
<name>textile_int</name>
<blend>
<a_name>v_fiber_material</a_name>
<b_name>h_fiber_material</b_name>
<blend>
<shader>
<shader><![CDATA[def scale() real:
0.3
def c() vec2 :
getTexCoords(0)*scale()
def cloth_x() real :
doti( c() * 100.) + noise ( c() * 8.75)
def cloth_y() real :
dotj( c() * 100.) - noise ( c() * 6.35 )
def m() int :
4
def n() int :
2
def k() int :
1
def eval() real :
if( lt( mod ( floorToInt(cloth_x()) + floorToInt(cloth_y() ) * k() ,m() ),n() ) , 0.0 , 1.0 )
]]></shader>
</shader>
</blend>
<step_blend>true</step_blend>
</blend>
</material>
<material>
<name>New Material</name>
<coating>
<absorption>
<constant>
<uniform>
<value>0</value>
</uniform>
</constant>
</absorption>
<thickness>
<constant>0.001</constant>
</thickness>
<roughness>
<constant>0.175</constant>
</roughness>
<layer>0</layer>
<fresnel_scale>
<constant>1</constant>
</fresnel_scale>
<ior>1.5</ior>
<interference>false</interference>
<substrate_material_name>textile_int</substrate_material_name>
</coating>
</material>
</scenedata>