DarkTree Knotty Pine Flooring Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // So far, I've found that Agate makes the best wood grain. Play // with the contrast, and especially scale it by compressing the x // axis and stretching the y axis to get the grain pattern that you // want. There are numerous ways to keep adjusting this shader to // get many different types of wood. This one looks a little like // knotty pine. By Ron Wolfe. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Natural 1 : Agate Color { DarkData: 4, -1, 200 Transform: Trans_0 : 1.66667, 0, 0, -0.916667 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.3 Contrast : 0.3 Input_Seed : 13 Color: Low : Link_To 5 | Color High : Link_To 6 | Color } Natural 2 : Lumps Color { DarkData: 4, -3, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : Link_To 11 | Percent Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 6 | Color Lumps : Link_To 5 | Color } Natural 3 : Lumps Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 5.34188, 0, 0, -1.14583 Trans_1 : 0, 1.78063, 0, 0 Trans_2 : 0, 0, 4.2735, 0 Common: Lump_Size : 0.07 Density : 0.18 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 1 } Process 4 : Composite Color { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 3 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 2 | Color } Control 5 : Switch Color { DarkData: 5, -2, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 12 | Color Background_2 : Link_To 13 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 6 : Switch Color { DarkData: 5, -1, 200 Transform: Trans_0 : 0.599999, 0, 0, 0.549999 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 19 | Color Background_2 : Link_To 20 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Pattern 7 : Rock_Wall Color { DarkData: 1, -1, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : Link_To 0 | Seed Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Color: Stones : Link_To 8 | Color Mortar : 127, 95, 63 } Control 8 : Shuffle_Translate Color { DarkData: 2, -1, 200 Transform: Trans_0 : -7.5271e-009, -0.1722, 0, 0 Trans_1 : 0.1722, -7.5271e-009, 0, 0 Trans_2 : 0, 0, 0.1722, 0 Common: Input_Seed : Link_To 0 | Seed X_Amount : 1 Y_Amount : 1 Z_Amount : 1 Color: Background : Link_To 4 | Color } Pattern 9 : Rock_Wall Bump { DarkData: 1, 0, 200 Transform: Trans_0 : -2.53841e-007, 5.8072, 0, 0 Trans_1 : -5.8072, -2.53841e-007, 0, 0 Trans_2 : 0, 0, 5.8072, 0 Common: Input_Seed : 1 Height : 1 Width : 16 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 0 | Bevel Width Blend_Function : Link_To 26 | Percent Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 1 Smallest_Size : 1 Size_Variation : 0 Rounded_Corners : Link_To 0 | Rounded Corners Align : 1 Directional_Bias : 0.5 Bump: Stones : 0 Mortar : 0 Bump_Scale : 1 Bevel_Width : Link_To 0 | Bevel Width Bevel_Profile : Link_To 26 | Percent } Shader 10 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.625 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 7 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : Link_To 0 | Luminosity Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 0 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : Link_To 9 | Bump Alpha : 1 } Generator 11 : Sine_Wave Function { DarkData: 5, -3, 200 Common: Input : 0 Frequency : 1.25 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 5 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Process 12 : HSV_Attractor Color { DarkData: 6, -3, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 14 | Percent Val_Amount : Link_To 15 | Percent } Process 13 : HSV_Attractor Color { DarkData: 6, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 16 | Percent Val_Amount : Link_To 17 | Percent } Control 14 : Randomizer Percent { DarkData: 7, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 15 : Randomizer Percent { DarkData: 8, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 16 : Randomizer Percent { DarkData: 7, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Control 17 : Randomizer Percent { DarkData: 8, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 18 | Percent Percent_Maximum : 1 } Process 18 : Composite Percent { DarkData: 9, -3, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 19 : HSV_Attractor Color { DarkData: 6, -1, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 21 | Percent Val_Amount : Link_To 22 | Percent } Process 20 : HSV_Attractor Color { DarkData: 6, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Grain 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 23 | Percent Val_Amount : Link_To 24 | Percent } Control 21 : Randomizer Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 22 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 23 : Randomizer Percent { DarkData: 7, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Control 24 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 1 Percent: Percent_Minimum : Link_To 25 | Percent Percent_Maximum : 1 } Process 25 : Composite Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Generator 26 : Linear Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.1 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Grain 1 Tweak : 179, 133, 91 Tweak : IF_COLOR Tweak : Grain 2 Tweak : 240, 228, 202 Tweak : IF_PERCENT Tweak : Variation 1 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Variation 2 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Rounded Corners Tweak : 0.02 Tweak : IF_PERCENT Tweak : Bevel Width Tweak : 0 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.3 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.15 Tweak : IF_PERCENT Tweak : Luminosity Tweak : 0.1 Tweak : IF_INT Tweak : Seed Tweak : 2 }