Material Database

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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
    <material>
        <name>GratingMaterial</name>
        <phong>
            <diffuse_albedo>
                <constant>
                    <rgb>
                        <rgb>0.8359 0.6406 0.0547</rgb>
                        <gamma>2.2</gamma>
                    </rgb>
                </constant>
            </diffuse_albedo>
            <exponent>
                <constant>5000</constant>
            </exponent>
            <displacement>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
if(or((and((fract(doti(getTexCoords(0)) * 10.0) < 0.49),(fract(doti(getTexCoords(0)) * 10.0) > 0.21))),
     (and((fract(dotj(getTexCoords(0)) * 3.0) < 0.49),(fract(dotj(getTexCoords(0)) * 3.0) > 0.41)))),
  

   0.032, # High
   0.0 # Low
  )]]>
</shader>
                </shader>
            </displacement>
            <layer>0</layer>
            <fresnel_scale>1</fresnel_scale>
            <ior>1.15</ior>
            <nk_data />
        </phong>
    </material>
    <material>
        <name>Invisible</name>
        <null_material />
    </material>
    <material>
        <name>Bar Grating</name>
        <blend>
            <a_name>GratingMaterial</a_name>
            <b_name>Invisible</b_name>
            <blend>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
if(or((and((fract(doti(getTexCoords(0)) * 10.0) < 0.52),(fract(doti(getTexCoords(0)) * 10.0) > 0.18))),
     (and((fract(dotj(getTexCoords(0)) * 3.0) < 0.52),(fract(dotj(getTexCoords(0)) * 3.0) > 0.38)))),
  

   0.0, # High
   1.0 # Low
  )]]>
</shader>
                </shader>
            </blend>
            <step_blend>false</step_blend>
        </blend>
    </material>
</scenedata>

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