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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
    <medium>
        <name>Rippled Water_medium</name>
        <precedence>2</precedence>
        <basic>
            <ior>1.33</ior>
            <cauchy_b_coeff>0</cauchy_b_coeff>
            <absorption_coefficient_spectrum>
                <rgb>
                    <rgb>1 0.3 0.1</rgb>
                    <gamma>2.2</gamma>
                </rgb>
            </absorption_coefficient_spectrum>
        </basic>
    </medium>
    <material>
        <name>Rippled Water</name>
        <specular>
            <internal_medium_name>Rippled Water_medium</internal_medium_name>
            <transparent>true</transparent>
            <bump>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
	fbm(	
		getTexCoords(0) * 10.0, 		# The multiplier here controls the frequency of the waves.
		3						# The number of noise octaves.  More octaves = smaller waves.
	) * 
	0.01 							# This is the wave height in metres]]>
</shader>
                </shader>
            </bump>
            <layer>0</layer>
        </specular>
    </material>
</scenedata>

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