DarkTree Jground Version: 2.00 Modified: 08/13/2002 Author: Jason Attle // attempt at ground/boulder type wall texture, check the vein bump // out, i think it has potential for a few things. 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 { Process 1 : Composite Bump { 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 : 0.75 Invert : FALSE Bump: Bump_A : Link_To 7 | Bump Bump_B : Link_To 14 | Bump } Noise 2 : Fractal_1 Color { DarkData: 2, -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 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Color: Low : Link_To 0 | Rock 2 High : Link_To 0 | Rock 1 } Process 3 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Crack Width Invert : FALSE Percent: Percent_A : 0.2 Percent_B : 0.5 } Process 4 : Composite Percent { DarkData: 5, 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 0 | Crack Width Invert : FALSE Percent: Percent_A : 0.4 Percent_B : 0.8 } Shader 5 : 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 : 0.6 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 6 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0.15 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 1 | Bump Alpha : 1 } Process 6 : Composite Color { DarkData: 1, -1, 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 9 | Percent Mask : 0.5 Invert : FALSE Color: Color_A : Link_To 2 | Color Color_B : Link_To 8 | Color } Process 7 : Add Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 10 | Bump Bump_B : Link_To 11 | Bump } Noise 8 : Rough Color { DarkData: 2, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.5 Strata_Function : Link_To 9 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Color: Low : Link_To 0 | Crud 1 High : Link_To 0 | Crud 2 } Noise 9 : Rough 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 16 | Percent Contrast : Link_To 0 | Crud Sharpness Input_Seed : 1 Percent: Low : 0 High : 1 } Noise 10 : Rough Bump { DarkData: 3, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.5 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Noise 11 : Fractal_1 Bump { DarkData: 3, 0, 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 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 3.3 } Noise 12 : Rough Bump { DarkData: 3, 3, 200 Transform: Trans_0 : 1.66667, 0, 0, 0 Trans_1 : 0, 1.66667, 0, 0 Trans_2 : 0, 0, 1.66667, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.1 } Noise 13 : Fractal Bump { DarkData: 3, 4, 200 Transform: Trans_0 : 0.25, 0, 0, 0 Trans_1 : 0, 0.25, 0, 0 Trans_2 : 0, 0, 0.25, 0 Common: Roughness : 0.8 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.3 } Natural 14 : Venation Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 1.06667, 0, 0, 0 Trans_1 : 0, 1.06667, 0, 0 Trans_2 : 0, 0, 1.06667, 0 Common: Roughness : 0.1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : Link_To 15 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Background : Link_To 13 | Bump Veins : Link_To 12 | Bump Bump_Scale : 9 } Noise 15 : Fractal Percent { DarkData: 3, 2, 200 Transform: Trans_0 : 0.937497, 0, 0, 0 Trans_1 : 0, 0.937497, 0, 0 Trans_2 : 0, 0, 0.937497, 0 Common: Roughness : 0.6 Lacunarity : 0.5 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.8 Input_Seed : 1 Percent: Low : Link_To 3 | Percent High : Link_To 4 | Percent } Process 16 : Composite Percent { DarkData: 4, -1, 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 17 | Percent Mask : Link_To 0 | Crud Amount Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Generator 17 : Linear Function { DarkData: 5, -1, 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 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Crud Sharpness Tweak : 0.7 Tweak : IF_PERCENT Tweak : Crud Amount Tweak : 0.5 Tweak : IF_PERCENT Tweak : Crack Width Tweak : 0.5 Tweak : IF_COLOR Tweak : Rock 2 Tweak : 17, 17, 23 Tweak : IF_COLOR Tweak : Rock 1 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Crud 2 Tweak : 103, 74, 44 Tweak : IF_COLOR Tweak : Crud 1 Tweak : 142, 130, 79 }