<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>simple</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>0.8 0.786923018235 0.541771572442</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
				<shader>
						<param>
							<real>
								<name>solarize</name>
								<description></description>
								<min>-1</min>
								<max>1</max>
								<value>-0.42</value>
							</real>
						</param>
						<param>
							<real>
								<name>crevasses</name>
								<description></description>
								<min>1</min>
								<max>32</max>
								<value>1</value>
							</real>
						</param>
						<param>
							<real>
								<name>major</name>
								<description></description>
								<min>0</min>
								<max>128</max>
								<value>23.04</value>
							</real>
						</param>
						<shader><![CDATA[def eval(vec3 pos) real :
let
	c = clamp(meanCurvature(), 0, 1000)
	z = normalWS().z * paramsolarize() * parammajor()
	z2 = z * z
in
	if (z > 0, z, z2) *
		(noise01(pos))+ (c * (paramcrevasses())*parammajor()
	)]]></shader>
				</shader>
			</exponent>
			<fresnel_scale>
					<constant>0.3</constant>
			</fresnel_scale>
			<ior>1.5</ior>
			<nk_data>nkdata/alas028t.nk</nk_data>
		</phong>
	</material>
	<material>
		<name>solarizeMetalExponent</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>6.835431448848 8 7.29234760052</rgb>
						<gamma>1.25</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<param>
							<real>
								<name>solarize</name>
								<description></description>
								<min>-1</min>
								<max>1</max>
								<value>-0.15</value>
							</real>
						</param>
						<param>
							<real>
								<name>crevasses</name>
								<description></description>
								<min>0.1</min>
								<max>1</max>
								<value>0.5185</value>
							</real>
						</param>
						<shader><![CDATA[def eval(vec3 pos) real :
let
	c = clamp(meanCurvature(), 0, 1000)
	z = normalWS().z * paramsolarize()
	z2 = z * z
in
	if (z > 0, z, z2) *
		(noise01(pos))+ (c * (paramcrevasses()/512)
	)]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.3</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1</ior>
			<interference>false</interference>
			<substrate_material_name>simple</substrate_material_name>
		</coating>
	</material>
</scenedata>
