Material Database

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<?xml version="1.0"?>
<scenedata>
	<material>
		<name>RAl 9006</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>0.650980392157 0.670588235294 0.709803921569</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
				<constant>10</constant>
			</exponent>
			<bump>
				<shader>
					<shader><![CDATA[def coords() vec2 :
	getTexCoords(0) * 2000.

def cell() vec2:
	vec2(floor(doti(coords() )), floor(dotj(coords() )))

def local_xy() vec2:
	vec2(fract(doti(coords() )), fract(dotj(coords() )))

def normal(vec2 cellxy) vec2:
	vec2 ( noise( cellxy ) , noise( cellxy * 1.65416 ))

def eval() real :
	0.0001 * dot ( local_xy() , normal ( cell() ) )]]></shader>
				</shader>
			</bump>
			<fresnel_scale>
				<constant>1</constant>
			</fresnel_scale>
			<layer>0</layer>
			<ior>1.5</ior>
			<nk_data />
		</phong>
	</material>
	<material>
		<name>dark grey</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>0.25 0.25 0.25</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.707454032197 0.607583733883 0.8</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
				<constant>0.025</constant>
			</exponent>
			<fresnel_scale>
				<constant>1</constant>
			</fresnel_scale>
			<layer>0</layer>
			<ior>1.5</ior>
			<nk_data />
		</phong>
	</material>
	<material>
		<name>blend grey</name>
		<blend>
			<a_name>RAl 9006</a_name>
			<b_name>dark grey</b_name>
			<blend>
				<constant>
					0.5
				</constant>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>
	<material>
		<name>NK RAl 9006</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>0.650980392157 0.670588235294 0.709803921569</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
				<constant>150</constant>
			</exponent>
			<bump>
				<shader>
					<shader><![CDATA[def coords() vec2 :
	getTexCoords(0) * 2000.

def cell() vec2:
	vec2(floor(doti(coords() )), floor(dotj(coords() )))

def local_xy() vec2:
	vec2(fract(doti(coords() )), fract(dotj(coords() )))

def normal(vec2 cellxy) vec2:
	vec2 ( noise( cellxy ) , noise( cellxy * 1.65416 ))

def eval() real :
	0.0001 * dot ( local_xy() , normal ( cell() ) )]]></shader>
				</shader>
			</bump>
			<fresnel_scale>
				<constant>1</constant>
			</fresnel_scale>
			<layer>0</layer>
			<ior>1.5</ior>
			<nk_data>nkdata/al.nk</nk_data>
		</phong>
	</material>
	<material>
		<name>blend ral+nk</name>
		<blend>
			<a_name>blend grey</a_name>
			<b_name>NK RAl 9006</b_name>
			<blend>
				<constant>
					0.75
				</constant>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>
	<material>
		<name>plastic-aluminium-pearl</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>0.8 0.425696192874 0.060761425193</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
				<constant>0.003</constant>
			</thickness>
			<roughness>
				<constant>0.1</constant>
			</roughness>
			<layer>0</layer>
			<fresnel_scale>
				<constant>1</constant>
			</fresnel_scale>
			<ior>1.49</ior>
			<interference>false</interference>
			<substrate_material_name>blend ral+nk</substrate_material_name>
		</coating>
	</material>
</scenedata>

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