<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>grapeskin Front</name>
		<diffuse>
			<albedo>
				<constant>
					<rgb>
						<rgb>0.474509803922 0.078431372549 0.258823529412</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<random_triangle_colours>false</random_triangle_colours>
			<layer>0</layer>
		</diffuse>
	</material>
	<material>
		<name>grapeskin Back</name>
		<diffuse>
			<albedo>
				<constant>
					<rgb>
						<rgb>0.580392156863 0.098039215686 0.250980392157</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<random_triangle_colours>false</random_triangle_colours>
			<layer>0</layer>
		</diffuse>
	</material>
	<material>
		<name>fuzz</name>
		<diffuse>
			<albedo>
				<constant>
					<rgb>
						<rgb>0.890196078431 0.905882352941 0.917647058824</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<random_triangle_colours>false</random_triangle_colours>
			<layer>0</layer>
		</diffuse>
	</material>
	<material>
		<name>grapeskin</name>
		<double_sided_thin>
			<bump>
				<shader>
						<shader><![CDATA[def eval() real :
	noise01(posOS() * 1000.0) * 0.0001]]></shader>
				</shader>
			</bump>
			<layer>0</layer>
			<front_material_name>grapeskin Front</front_material_name>
			<back_material_name>grapeskin Back</back_material_name>
			<r_f>
					<constant>0.2</constant>
			</r_f>
			<transmittance>
				<constant>
					<rgb>
						<rgb>0.760784313725 0.349019607843 0.423529411765</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</transmittance>
			<front_roughness>
					<constant>0.4</constant>
			</front_roughness>
			<back_roughness>
					<constant>0.4</constant>
			</back_roughness>
			<front_fresnel_scale>
					<constant>1</constant>
			</front_fresnel_scale>
			<back_fresnel_scale>
					<constant>1</constant>
			</back_fresnel_scale>
			<ior>1.5</ior>
		</double_sided_thin>
	</material>
	<material>
		<name>grape</name>
		<blend>
			<a_name>fuzz</a_name>
			<b_name>grapeskin</b_name>
			<blend>
				<shader>
						<shader><![CDATA[def eval() real :
	1.0 -
	smoothstep(0.3, 0.7, fbm01(posOS() * 30.0, 2)) * 0.05 -   # 'ridged' noise
	noise01(posOS() * 200.0) * 0.05   # higher frequency noise]]></shader>
				</shader>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>
</scenedata>
