Material Database

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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
    <medium>
        <name>chalky_glass_medium</name>
        <precedence>2</precedence>
        <basic>
            <ior>1.47</ior>
            <cauchy_b_coeff>0</cauchy_b_coeff>
            <absorption_coefficient_spectrum>
                <uniform>
                    <value>0</value>
                </uniform>
            </absorption_coefficient_spectrum>
        </basic>
    </medium>
    <material>
        <name>trans_diffusion</name>
        <diffuse_transmitter>
            <albedo>
                <constant>
                    <rgb>
                        <rgb>1 0.9 0.8</rgb>
                        <gamma>2.2</gamma>
                    </rgb>
                </constant>
            </albedo>
            <bump>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
	fbm(getTexCoords(0) * 6.7 , 3 ) * 0.0002]]>
</shader>
                </shader>
            </bump>
            <layer>0</layer>
        </diffuse_transmitter>
    </material>
    <material>
        <name>back_diffusion</name>
        <diffuse>
            <albedo>
                <constant>
                    <rgb>
                        <rgb>1 0.9 0.8</rgb>
                        <gamma>2.2</gamma>
                    </rgb>
                </constant>
            </albedo>
            <bump>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
	fbm(getTexCoords(0) * 6.7 , 3 ) * 0.0002]]>
</shader>
                </shader>
            </bump>
            <random_triangle_colours>false</random_triangle_colours>
            <layer>0</layer>
        </diffuse>
    </material>
    <material>
        <name>chalk</name>
        <blend>
            <a_name>trans_diffusion</a_name>
            <b_name>back_diffusion</b_name>
            <blend>
                <constant>0.5</constant>
            </blend>
            <step_blend>false</step_blend>
        </blend>
    </material>
    <material>
        <name>glass</name>
        <glossy_transparent>
            <exponent>
                <shader>
                    <shader>
                        <![CDATA[def eval(vec3 pos) real :
	pow(100. , fbm(getTexCoords(0) , 5 ))
 * 10000.]]>
</shader>
                </shader>
            </exponent>
            <internal_medium_name>chalky_glass_medium</internal_medium_name>
            <bump>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :
	fbm(getTexCoords(0) * 6.7 , 3 ) * 0.0002]]>
</shader>
                </shader>
            </bump>
            <layer>0</layer>
        </glossy_transparent>
    </material>
    <material>
        <name>chalky_glass</name>
        <blend>
            <a_name>chalk</a_name>
            <b_name>glass</b_name>
            <blend>
                <shader>
                    <shader>
                        <![CDATA[def eval() real :	 fbm(getTexCoords(0)*1.9 , 5 ) * 0.15 + 0.88]]>
</shader>
                </shader>
            </blend>
            <step_blend>false</step_blend>
        </blend>
    </material>
</scenedata>

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