/*Wooksang's dirty shader for construction*/ #include "rmannotes.sl" surface bug_shader( float Ks=0.3,Kd=0.9,Ka=0.1,freqR = 6,Km=0.02,roughness=.1; varying point Pr = 0; color specularcolor=1; color First=color(1,0.079,0), Second = color(1,1,1), Third=color(0.439,0.356,0.297);) { color surface_color,layer_color=color(1,1,1); float layer_opac,r,freq=5,grey=0; point PP,newP; float size=2, i,opac=0,opac1=0; normal Nf; vector V; Nf = faceforward( normalize(N), I ); V = -normalize(I); surface_color=First; layer_opac=0; /*lay_line*/ PP = transform("shader", P); PP+= noise(PP*4+3)*0.5; r = distance (point (0,ycomp(PP),zcomp(PP)),point(1,1,1)); r = repeat(r+snoise(r*4),freq); layer_color = color(1,1,1); layer_opac = (step(0.6,r)-step(0.8,r))*0.07; surface_color = blend(surface_color, layer_color, layer_opac); /*layer #1*/ PP=transform("shader",P); surface_color=Third; for(i=0;i