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View Source

<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<medium>
		<name>redgold-paint_medium</name>
		<precedence>2</precedence>
		<basic>
			<ior>1.7</ior>
			<cauchy_b_coeff>0</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<uniform>
					<value>0</value>
				</uniform>
			</absorption_coefficient_spectrum>
		</basic>
	</medium>
	<material>
		<name>varnish</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>
							0.5 0 0
						</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
				<constant>
					5000
				</constant>
			</exponent>
			<layer>0</layer>
			<fresnel_scale>1</fresnel_scale>
			<ior>4</ior>
			<nk_data></nk_data>
		</phong>
	</material>

	<material>
		<name>particles</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>
							0.5 0.0859 0.0859
						</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
				<constant>
					5000
				</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 :
	0.001 * dot ( local_xy() , normal ( cell() ) )]]></shader>
				</shader>
			</bump>
			<layer>0</layer>
			<fresnel_scale>1</fresnel_scale>
			<ior>1.4</ior>
			<nk_data>nkdata/Au.nk</nk_data>
		</phong>
	</material>

	<material>
		<name>die</name>
		<diffuse>
			<albedo>
				<constant>
					<rgb>
						<rgb>
							0.5 0.1 0.1
						</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<random_triangle_colours>false</random_triangle_colours>
			<layer>0</layer>
		</diffuse>
	</material>

	<material>
		<name>paint</name>
		<blend>
			<a_name>particles</a_name>
			<b_name>die</b_name>
			<blend>
				<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 :
	0.7 + length ( normal ( cell() ) ) * 0.2]]></shader>
				</shader>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>

	<material>
		<name>redgold-paint</name>
		<blend>
			<a_name>varnish</a_name>
			<b_name>paint</b_name>
			<blend>
				<constant>
					0.8
				</constant>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>

</scenedata>