Material Database

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<?xml version="1.0"?>
<scenedata>
	<material>
		<name>AcierCorten</name>
		<phong>
			<texture>
				<path>swwwwwww.jpg</path>
				<a>0</a>
				<b>0.001</b>
				<c>0</c>
				<uv_set_index>0</uv_set_index>
				<exponent>1</exponent>
				<tex_coord_generation>
					<uv>
						<matrix>1 0 0 1</matrix>
						<translation>0 0</translation>
					</uv>
				</tex_coord_generation>
				<smooth>false</smooth>
			</texture>
			<diffuse_albedo>
				<shader>
					<texture>
						<path>Ambar_B.png</path>
						<a>0</a>
						<b>1</b>
						<c>0</c>
						<uv_set_index>0</uv_set_index>
						<exponent>2.2</exponent>
						<tex_coord_generation>
							<uv>
								<matrix>1 0 0 1</matrix>
								<translation>0 0</translation>
							</uv>
						</tex_coord_generation>
						<smooth>false</smooth>
					</texture>
					<texture>
						<path>blennd.jpg</path>
						<a>0</a>
						<b>1</b>
						<c>0</c>
						<uv_set_index>0</uv_set_index>
						<exponent>2.2</exponent>
						<tex_coord_generation>
							<uv>
								<matrix>1 0 0 1</matrix>
								<translation>0 0</translation>
							</uv>
						</tex_coord_generation>
						<smooth>false</smooth>
					</texture>
					<texture>
						<path>PACKED_1_swwwwwww.jpg</path>
						<a>0</a>
						<b>1</b>
						<c>0</c>
						<uv_set_index>0</uv_set_index>
						<exponent>2.2</exponent>
						<tex_coord_generation>
							<uv>
								<matrix>1 0 0 1</matrix>
								<translation>0 0</translation>
							</uv>
						</tex_coord_generation>
						<smooth>false</smooth>
					</texture>
					<shader><![CDATA[def blend(vec3 tex1, vec3 tex2, real blendamt) vec3: add(mul(tex1,blendamt),mul(tex2,sub(1.0,blendamt)))

def eval(vec3 pos) vec3 : blend(sample2DTextureVec3(1,getTexCoords(0)),
                                               sample2DTextureVec3(0,getTexCoords(0)),
                                               doti(sample2DTextureVec3(2,getTexCoords(0))))]]></shader>
				</shader>
			</diffuse_albedo>
			<exponent>
				<constant>1000</constant>
			</exponent>
			<bump>
				<texture>
					<texture_index>0</texture_index>
				</texture>
			</bump>
			<fresnel_scale>
				<constant>1</constant>
			</fresnel_scale>
			<layer>0</layer>
			<ior>1.05</ior>
			<nk_data />
		</phong>
	</material>
</scenedata>

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