DarkTree Geiger Version: 2.00 Modified: 05/23/2001 Author: Skyler Swanson (Darkling Simulations) // This abstract texture reminds me of the artwork in Alien. This // texture is highly detailed and is probably best suited for // stills. For animations, a high amount of anti-aliasing will be // necessary. The Banding tweak is sensitive and probably shouldn't // go much over 8. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Shader 1 : 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 : 0.7 Light1_Rotate : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 6 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular Level Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 1 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : 0 Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.885 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 1 Surface_Bump : Link_To 8 | Bump Alpha : 1 } Natural 2 : Clouds Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 0.040373, 0, 0, 0 Trans_1 : 0, 0.040373, 0, 0 Trans_2 : 0, 0, 0.040373, 0 Common: Roughness : Link_To 10 | Percent Lacunarity : 0.5 Lacunarity_Lock : TRUE Density : 6 Puff_Size : 0.4 Strata_Function : Link_To 3 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Percent: Background : 0 Puff : 1 } Generator 3 : Subtract Function { DarkData: 5, 0, 200 Generator: Function_A : Link_To 4 | Percent Function_B : Link_To 5 | Percent } Generator 4 : Sine_Wave Function { DarkData: 6, 0, 200 Common: Input : 0 Frequency : Link_To 0 | Banding Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : TRUE } Generator 5 : Bell Function { DarkData: 6, 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 : TRUE Skew : 0.5 } Gradient 6 : Mask_Gradient 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: Number_Of_Shells : 3 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0 Shell_Position_2 : 0.25 Shell_Position_3 : 0.5 Shell_Position_4 : 0.75 Shell_Position_5 : 1 Mask : Link_To 9 | Percent Color: Shell_Value_1 : Link_To 0 | Color3 Shell_Value_2 : Link_To 0 | Color2 Shell_Value_3 : Link_To 0 | Color1 Shell_Value_4 : 0, 255, 255 Shell_Value_5 : 0, 0, 255 } Deform 7 : Waver 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: Distortion : 0.5 Scale_Factor : 1.2 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 2 | Percent } Gradient 8 : Mask_Gradient Bump { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Number_Of_Shells : 2 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0 Shell_Position_2 : 1 Shell_Position_3 : 0.5 Shell_Position_4 : 0.75 Shell_Position_5 : 1 Mask : Link_To 9 | Percent Bump: Shell_Value_1 : 0 Shell_Value_2 : 1 Shell_Value_3 : 0 Shell_Value_4 : 1 Shell_Value_5 : 0 Bump_Scale : 0.03 } External 9 : Cache Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Percent: Background : Link_To 7 | Percent } Process 10 : Composite Percent { DarkData: 5, -1, 200 Transform: Trans_0 : 24.769, 0, 0, 0 Trans_1 : 0, 24.769, 0, 0 Trans_2 : 0, 0, 24.769, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Detail Invert : FALSE Percent: Percent_A : 0.7 Percent_B : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color1 Tweak : 164, 168, 176 Tweak : IF_COLOR Tweak : Color2 Tweak : 111, 104, 111 Tweak : IF_COLOR Tweak : Color3 Tweak : 30, 51, 83 Tweak : IF_PERCENT Tweak : Detail Tweak : 1 Tweak : IF_FLOAT Tweak : Banding Tweak : 4 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.026 Tweak : IF_INT Tweak : Seed Tweak : 121 }