DarkTree Stars Version: 2.00 Modified: 04/25/2001 Author: Darkling Simulations // Agate is a fully 3D procedural Map which a complex stratified // pattern like is found in many rocks and woods. Pref_Map: Frame Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 2.98023e-008 Pitch: 0 { Pattern 1 : Bricks Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 0.5 Height : 0.5 Depth : 1 Row_Shift : 0.5 Mortar_Width : 0 Blend_Function : 0 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Brick : Link_To 2 | Percent Mortar : 0 } Control 2 : Shuffle_Translate Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Input_Seed : Link_To 0 | Random Seed X_Amount : 0.03 Y_Amount : 0.03 Z_Amount : 0 Percent: Background : Link_To 3 | Percent } Pattern 3 : Dots Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Dot_Size : Link_To 4 | Percent Blend_Function : Link_To 5 | Percent Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0.5 Sampling_Options : NONE Mapping_Type : PLANAR_2D Percent: Dot : Link_To 9 | Percent Background : 0 } Generator 4 : Bell Function { DarkData: 6, 0, 200 Common: Input : 0 Frequency : Link_To 0 | Sides Amplitude : Link_To 13 | Percent Phase_Amount : Link_To 8 | Percent Phase_Min : 0 Phase_Max : 1 Shift : Link_To 6 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : TRUE Skew : 0.5 } Generator 5 : Bias 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 : FALSE Bias : 0.255 } Control 6 : 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 : Link_To 0 | Random Seed Percent: Percent_Minimum : 0.233 Percent_Maximum : 0.68 } Gradient 7 : Mask_Gradient Color { DarkData: 1, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Number_Of_Shells : 3 Enable_Clamps : TRUE Blend_Function : 0 Shell_Position_1 : 0 Shell_Position_2 : 0.064 Shell_Position_3 : 0.215 Shell_Position_4 : 0.75 Shell_Position_5 : 1 Mask : Link_To 12 | Percent Color: Shell_Value_1 : Link_To 0 | Sky Color Shell_Value_2 : Link_To 0 | Star Edge Color Shell_Value_3 : Link_To 0 | Star Color Shell_Value_4 : 0, 255, 255 Shell_Value_5 : 0, 0, 255 } Control 8 : 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 : 73 Percent: Percent_Minimum : 0 Percent_Maximum : 1 } Control 9 : Switch Percent { DarkData: 6, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Random Seed Weight_1 : 1 Weight_2 : Link_To 0 | Density Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Percent: Background_1 : 0 Background_2 : 1 Background_3 : 0.5 Background_4 : 0.75 Background_5 : 1 } Control 10 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Input_Seed : Link_To 0 | Random Seed Percent: Percent_Minimum : 0.16 Percent_Maximum : 0.335 } Shader 11 : 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 : 0.673 Light1_Rotate : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : Link_To 7 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 Specular_Level : 0.2 Specular_Function : 0.5 Glossiness : 0.2 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 : 0 Alpha : 1 } External 12 : Cache Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Percent: Background : Link_To 1 | Percent } Process 13 : Multiply Percent { DarkData: 7, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Percent: Percent_A : Link_To 0 | Star Sharpness Percent_B : Link_To 10 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Star Color Tweak : 247, 189, 45 Tweak : IF_COLOR Tweak : Star Edge Color Tweak : 0, 0, 0 Tweak : IF_COLOR Tweak : Sky Color Tweak : 95, 103, 177 Tweak : IF_PERCENT Tweak : Star Sharpness Tweak : 0.6 Tweak : IF_FLOAT Tweak : Density Tweak : 0.800001 Tweak : IF_FLOAT Tweak : Sides Tweak : 5 Tweak : IF_INT Tweak : Random Seed Tweak : 77 }