DarkTree rwHumanSkin Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // By Ron Wolfe.. I have used this exact tree (with different skin // tones) on several realistic characters. I made sure that all the // components are 3D so this can be applied procedurally if you // have the plugin for your program. 1. The four base Lumps color // components control the pigmentation of the skin. Using a // variety, with fractal masks creates a blending of different skin // tones which creates visual interest and adds to the realism. // With careful placement of the masks, you can control which parts // of your character receives which pigment blend. This tree can // also be broken down into its seperate color, bump, diffuse and // spec components. Each component can be applied to different // parts of a character and gradually blended into a nearby part by // using planar alpha maps that you can make in Photoshop and such. // 2. The bump mapping is simple venation. Tweak it to your // characters size. Make sure, if they are applied seperately, that // the diffuse and spec components match the size of the bump // component for proper alignment. Adjust the bump value in your // rendering programs plugin (if applicable). Get the skin bumps // close to where you want it, then render with AA for a final // test. This will smooth out the bump edges just right. 3. // Diffusion and Spec. Adjust in the plugin, or adjust there values // directly here in the tree. That advice also goes for the bump // component. Pref_Map: Planar Rep_Frame: 0 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Noise 1 : Fractal Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.48 Contrast : 0.8 Input_Seed : 1 Percent: Low : 0 High : 1 } Process 2 : 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 1 | Percent Invert : FALSE Color: Color_A : Link_To 28 | Color Color_B : Link_To 9 | Color } Process 3 : 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 4 | Percent Invert : FALSE Color: Color_A : Link_To 10 | Color Color_B : Link_To 16 | Color } Noise 4 : Fractal Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.8 Input_Seed : 6 Percent: Low : 1 High : 0 } Gradient 5 : Linear_Gradient Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 12 | Percent Repeat_Flag : FALSE Percent: Top : 0 Bottom : 1 } Noise 6 : Ether Percent { DarkData: 4, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Turbulence : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Percent: Low : 0 High : 0.8 } Process 7 : Composite Percent { DarkData: 2, -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 : 0.65 Invert : FALSE Percent: Percent_A : Link_To 6 | Percent Percent_B : Link_To 5 | Percent } Process 8 : Composite Color { DarkData: 1, 0, 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 7 | Percent Invert : FALSE Color: Color_A : Link_To 11 | Color Color_B : Link_To 3 | Color } Natural 9 : Lumps Color { DarkData: 5, -1, 200 Transform: Trans_0 : 12.5, 0, 0, 0 Trans_1 : 0, 12.5, 0, 0 Trans_2 : 0, 0, 12.5, 0 Common: Lump_Size : 0.9 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 0 | Dark 2 Lumps : Link_To 0 | Light 1 } Natural 10 : Lumps Color { DarkData: 5, 0, 200 Transform: Trans_0 : 12.5, 0, 0, 0 Trans_1 : 0, 12.5, 0, 0 Trans_2 : 0, 0, 12.5, 0 Common: Lump_Size : 0.9 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 0 | Light 2 Lumps : Link_To 0 | Light 1 } Process 11 : Darken Color { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : 0.9 Color: Background : Link_To 2 | Color } Generator 12 : Gain Function { DarkData: 4, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 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 Gain : 0.35 } Deform 13 : Warp Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.6 Density : 0.5 Distortion : 0.2 Scale_Factor : 1 Input_Seed : 1 Bump: Background : Link_To 14 | Bump } Natural 14 : Venation Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.4 Strata_Function : 0 Blend_Function : Link_To 15 | Percent Brightness : 0.5 Contrast : 0.2 Input_Seed : 1 Bump: Background : 0.9 Veins : 1 Bump_Scale : 0.1 } Generator 15 : Gain Function { DarkData: 3, 2, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.25 Phase_Amount : 0.01 Phase_Min : 0 Phase_Max : 3 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : 0.35 } Natural 16 : Lumps Color { DarkData: 5, 1, 200 Transform: Trans_0 : 12.5, 0, 0, 0 Trans_1 : 0, 12.5, 0, 0 Trans_2 : 0, 0, 12.5, 0 Common: Lump_Size : 0.9 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 0 | Dark 1 Lumps : Link_To 0 | Light 2 } Process 17 : Composite Percent { DarkData: 4, -3, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Specular Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.8 } Process 18 : Composite Percent { DarkData: 3, -3, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Specular Invert : FALSE Percent: Percent_A : 0.2 Percent_B : 1 } Process 19 : Composite Percent { DarkData: 3, 4, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Diffuse Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.9 } Process 20 : Composite Percent { DarkData: 4, 4, 200 Transform: Trans_0 : 0.0625, 0, 0, 0 Trans_1 : 0, 0.0625, 0, 0 Trans_2 : 0, 0, 0.0625, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Diffuse Invert : FALSE Percent: Percent_A : 0.1 Percent_B : 1 } Shader 21 : 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 : 0.65 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 8 | Color Diffuse_Level : Link_To 22 | Percent Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 25 | Percent Specular_Function : 0.5 Glossiness : 0.15 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 13 | Bump Alpha : 1 } Deform 22 : Warp Percent { DarkData: 1, 3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.6 Density : 0.5 Distortion : 0.2 Scale_Factor : 1 Input_Seed : 1 Percent: Background : Link_To 23 | Percent } Natural 23 : Venation Percent { DarkData: 2, 3, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.4 Strata_Function : 0 Blend_Function : Link_To 24 | Percent Brightness : 0.5 Contrast : 0.2 Input_Seed : 1 Percent: Background : Link_To 19 | Percent Veins : Link_To 20 | Percent } Generator 24 : Gain Function { DarkData: 3, 3, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 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 Gain : 0.15 } Deform 25 : Warp Percent { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.6 Density : 0.5 Distortion : 0.2 Scale_Factor : 1 Input_Seed : 1 Percent: Background : Link_To 26 | Percent } Natural 26 : Venation Percent { DarkData: 2, -2, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.4 Strata_Function : 0 Blend_Function : Link_To 27 | Percent Brightness : 0.5 Contrast : 0.2 Input_Seed : 1 Percent: Background : Link_To 17 | Percent Veins : Link_To 18 | Percent } Generator 27 : Gain Function { DarkData: 3, -2, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 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 Gain : 0.15 } Natural 28 : Lumps Color { DarkData: 5, -2, 200 Transform: Trans_0 : 12.5, 0, 0, 0 Trans_1 : 0, 12.5, 0, 0 Trans_2 : 0, 0, 12.5, 0 Common: Lump_Size : 0.9 Density : 1 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Color: Background : Link_To 0 | Dark 2 Lumps : Link_To 0 | Light 2 } } Trigger_Bank: 0, 0 Tweaker { Tweak : IF_PERCENT Tweak : Diffuse Tweak : 0.7 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.1 Tweak : IF_COLOR Tweak : Light 1 Tweak : 234, 207, 181 Tweak : IF_COLOR Tweak : Light 2 Tweak : 247, 214, 159 Tweak : IF_COLOR Tweak : Dark 1 Tweak : 230, 170, 134 Tweak : IF_COLOR Tweak : Dark 2 Tweak : 205, 158, 112 }