DarkTree Potato Skin Version: 2.00 Modified: 05/15/2003 Author: Ron Wolfe // January 23, 1999: By Ron Wolfe. This is from an actual potato // skin that I studied one evening just for an exercise with DT. I // imagine this tree might also find some use for other surfaces // than potatoes :) No, life is not that boring - it just struck me // as an interesting texture. Another interesting (to me) method // that I use for Darktree texture ideas is in games. Just start // wandering around in Riven, and there's enough textures in there // to keep you busy for a long time :) Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 3 Unit_Scale: Inches Heading: 0 Pitch: 0 { Noise 1 : Fractal Color { DarkData: 6, -1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.55 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Color: Low : Link_To 0 | Skin 2 High : Link_To 0 | Skin 1 } Noise 2 : Rough Color { DarkData: 5, 0, 200 Transform: Trans_0 : 8, 0, 0, 0 Trans_1 : 0, 8, 0, 0 Trans_2 : 0, 0, 8, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 3 Color: Low : Link_To 0 | Scuff 2 High : Link_To 0 | Scuff 1 } Process 3 : Composite Color { DarkData: 4, 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 15 | Percent Invert : FALSE Color: Color_A : Link_To 12 | Color Color_B : Link_To 2 | Color } Natural 4 : Lumps Percent { DarkData: 6, 0, 200 Transform: Trans_0 : 2.42131, 0, 0, -1.21065 Trans_1 : 0, 2.42131, 0, 0 Trans_2 : 0, 0, 2.42131, 0 Common: Lump_Size : 0.08 Density : 0.15 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 0.8 } Process 5 : Composite Color { 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 : 0.5 Mask : Link_To 4 | Percent Invert : FALSE Color: Color_A : Link_To 3 | Color Color_B : Link_To 0 | Blemish 1 } Natural 6 : Clouds Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 1.38846, 2.23971e-008, 0, -0.0833333 Trans_1 : 1.36737e-008, 2.71183, 0, -1.69271 Trans_2 : 0, 0, 2.71183, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Puff_Size : 0.35 Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Blemish Contrast : 0.92 Input_Seed : 6 Percent: Background : 0 Puff : 1 } Process 7 : Composite 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: Blend_Function : 0.5 Mask : Link_To 8 | Percent Invert : FALSE Color: Color_A : Link_To 5 | Color Color_B : Link_To 0 | Blemish 2 } Deform 8 : Turbulence Percent { DarkData: 3, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Turbulence : 0.3 Density : 0.5 Distortion : 0.5 Scale_Factor : 1 Input_Seed : 1 Percent: Background : Link_To 6 | Percent } Natural 9 : Lumps Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 4.44444, 0, 0, 0 Trans_1 : 0, 5, 0, 0 Trans_2 : 0, 0, 5, 0 Common: Lump_Size : Link_To 0 | Spot Size Density : 0.7 Blend_Function : 0 Input_Seed : 1 Sampling_Options : NONE Percent: Background : 0 Lumps : 0.7 } Process 10 : 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 9 | Percent Invert : FALSE Color: Color_A : Link_To 7 | Color Color_B : Link_To 0 | Spots } Noise 11 : Fractal_1 Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 0.533333, 0, 0, 0 Trans_1 : 0, 0.533333, 0, 0 Trans_2 : 0, 0, 0.533333, 0 Common: Roughness : 0.8 Lacunarity : 0.6 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.95 Input_Seed : 1 Percent: Low : 0 High : 0.3 } Process 12 : Composite Color { DarkData: 5, -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 11 | Percent Invert : FALSE Color: Color_A : Link_To 1 | Color Color_B : Link_To 0 | Skin 3 } Natural 13 : Clouds Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Background : 0 Puff : -0.2 Bump_Scale : 0.2 } Process 14 : Composite 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: Blend_Function : 0.5 Mask : Link_To 15 | Percent Invert : FALSE Bump: Bump_A : Link_To 18 | Bump Bump_B : Link_To 13 | Bump } Noise 15 : Fractal Percent { DarkData: 5, 1, 200 Transform: Trans_0 : 1.33333, 0, 0, 0 Trans_1 : 0, 1.33333, 0, 0 Trans_2 : 0, 0, 1.33333, 0 Common: Roughness : 0.75 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : Link_To 23 | Percent Brightness : 0.5 Contrast : 0.9 Input_Seed : 2 Percent: Low : 0 High : 0.8 } Process 16 : Composite Percent { DarkData: 7, 1, 200 Transform: Trans_0 : 0.750002, 0, 0, 0 Trans_1 : 0, 0.750002, 0, 0 Trans_2 : 0, 0, 0.750002, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Scuff Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Shader 17 : 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 10 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : Link_To 21 | Percent Specular_Function : 0.5 Glossiness : 0 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 14 | Bump Alpha : 1 } Deform 18 : Warp Bump { DarkData: 2, 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 19 | Bump } Natural 19 : Venation Bump { DarkData: 3, 2, 200 Transform: Trans_0 : 10.6667, 0, 0, 0 Trans_1 : 0, 10.6667, 0, 0 Trans_2 : 0, 0, 10.6667, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.4 Strata_Function : 0 Blend_Function : Link_To 20 | Percent Brightness : 0.5 Contrast : 0.15 Input_Seed : 1 Bump: Background : 0 Veins : 0.1 Bump_Scale : 0.2 } Generator 20 : Gain Function { DarkData: 4, 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 } Deform 21 : Warp Percent { DarkData: 2, 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 22 | Percent } Natural 22 : Venation Percent { DarkData: 3, 3, 200 Transform: Trans_0 : 10.6667, 0, 0, 0 Trans_1 : 0, 10.6667, 0, 0 Trans_2 : 0, 0, 10.6667, 0 Common: Roughness : 0.23 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.4 Strata_Function : 0 Blend_Function : Link_To 20 | Percent Brightness : 0.5 Contrast : 0.15 Input_Seed : 1 Percent: Background : 0 Veins : Link_To 0 | Specular } Generator 23 : Linear Function { DarkData: 6, 1, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.5 Phase_Amount : 0.272 Phase_Min : 0 Phase_Max : 2 Shift : Link_To 16 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Blemish Tweak : 0.5 Tweak : IF_PERCENT Tweak : Spot Size Tweak : 0.01 Tweak : IF_PERCENT Tweak : Scuff Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.215 Tweak : IF_COLOR Tweak : Spots Tweak : 103, 52, 52 Tweak : IF_COLOR Tweak : Blemish 2 Tweak : 77, 67, 52 Tweak : IF_COLOR Tweak : Blemish 1 Tweak : 143, 119, 86 Tweak : IF_COLOR Tweak : Scuff 2 Tweak : 115, 89, 73 Tweak : IF_COLOR Tweak : Scuff 1 Tweak : 177, 156, 131 Tweak : IF_COLOR Tweak : Skin 3 Tweak : 245, 222, 173 Tweak : IF_COLOR Tweak : Skin 2 Tweak : 225, 192, 130 Tweak : IF_COLOR Tweak : Skin 1 Tweak : 179, 134, 72 }