/*Wooksang's dirty shader for construction *layer_1 made blended color with tuberance and spline *layer_2 made black part with (1-layer_opac) *layer_line for line in surface*/ #include "rmannotes.sl" surface spin_head( float Ks=0.5,Kd=0.8,Ka=0.2,freqR = 6,Km=0.006,roughness=0.1; varying point Pr = 0; color specularcolor=1; color First = color(0.837,0.780,0.696), Second = color(1,0,0), Third = color(0.439,0.356,0.297);) { color surface_color,layer_color=color(1,1,1); float layer_opac,r,freq=5; point PP,newP; float size=2,i,turb=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 = (smoothstep(0.5,0.6,r)-smoothstep(0.7,0.85,r))*0.07; surface_color = blend(surface_color, layer_color, layer_opac); turb= layer_opac*0.12; /*layer #1*/ PP=transform("shader",P); surface_color=Third; for(i=0;i