DarkTree Building::Flagstone Version: 2.00 Modified: 10/30/2002 Author: August Swanson // Some basic stonework using the Flagstone texture. Fractal_Noise // is used to vary the mortar width. 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 { Pattern 1 : Flagstones 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: Mortar_Width : 0 Density : 0.3 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Rounded_Corners : Link_To 0 | Rounded Corners Depth : 1 Width : 1 Height : 1 Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Stone : Link_To 2 | Bump Mortar : 0 Bump_Scale : 0.1 Bevel_Width : Link_To 19 | Percent Bevel_Profile : Link_To 18 | Percent } Control 2 : Shuffle_Translate Bump { DarkData: 2, 3, 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 | Seed X_Amount : 5.05 Y_Amount : 4.7 Z_Amount : 0 Bump: Background : Link_To 3 | Bump } Noise 3 : Fractal Bump { DarkData: 3, 3, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : Link_To 6 | Percent Blend_Function : 0 Brightness : 0.51 Contrast : 0.81 Input_Seed : Link_To 0 | Seed Bump: Low : Link_To 4 | Bump High : Link_To 5 | Bump Bump_Scale : Link_To 20 | Bump } Control 4 : Randomizer Bump { DarkData: 4, 2, 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 | Seed Bump: Rough_Minimum : 0.55 Rough_Maximum : 0.645 Lacunarity_Minimum : 0.45 Lacunarity_Maximum : 0.55 Bump_Minimum : 0.5 Bump_Maximum : 0.85 } Control 5 : Randomizer Bump { DarkData: 4, 3, 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 | Seed Bump: Rough_Minimum : 0.5 Rough_Maximum : 0.605 Lacunarity_Minimum : 0.45 Lacunarity_Maximum : 0.55 Bump_Minimum : 1 Bump_Maximum : 1.55 } Generator 6 : Round Function { DarkData: 5, 3, 200 Common: Input : 0 Frequency : 2 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 } Pattern 7 : Flagstones 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: Mortar_Width : Link_To 11 | Percent Density : 0.3 Blend_Function : Link_To 18 | Percent Input_Seed : Link_To 0 | Seed Rounded_Corners : Link_To 0 | Rounded Corners Depth : 1 Width : 1 Height : 1 Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Stone : Link_To 9 | Color Mortar : Link_To 8 | Color } Noise 8 : Rough 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.91 Strata_Function : 0 Blend_Function : 0 Brightness : 1 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Mortar 1 High : Link_To 0 | Mortar 2 } Noise 9 : Fractal 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: Roughness : 0.87 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.51 Contrast : 0.895 Input_Seed : Link_To 0 | Seed Color: Low : 72, 74, 73 High : Link_To 10 | Color } Control 10 : Randomizer 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: Input_Seed : Link_To 0 | Seed Color: Hue_Minimum : Link_To 0 | Rock Hue Min Hue_Maximum : Link_To 0 | Rock Hue Max Saturation_Minimum : 0.075 Saturation_Maximum : 0.26 Value_Minimum : 0.37 Value_Maximum : 0.625 } Noise 11 : Fractal Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 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 : Link_To 0 | Seed Percent: Low : Link_To 12 | Percent High : Link_To 13 | Percent } Process 12 : Composite Percent { DarkData: 3, 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: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.001 Percent_B : 0.075 } Process 13 : Composite Percent { DarkData: 4, 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: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.01 Percent_B : 0.2 } Process 14 : Composite Percent { DarkData: 3, 4, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.005 Percent_B : 0.14 } Process 15 : Composite Percent { DarkData: 4, 4, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.02 Percent_B : 0.25 } Process 16 : Composite Percent { DarkData: 6, 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 | Fit Invert : FALSE Percent: Percent_A : 0.5 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 : 0.775 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0 Surface_Color : Link_To 7 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 0 | Specular Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness 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 } Generator 18 : Bias Function { DarkData: 2, 2, 200 Common: Input : 0 Frequency : 1 Amplitude : Link_To 21 | Percent 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 : Link_To 16 | Percent } Noise 19 : Fractal Percent { DarkData: 2, 4, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 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 : Link_To 0 | Seed Percent: Low : Link_To 14 | Percent High : Link_To 15 | Percent } Process 20 : Composite Bump { DarkData: 5, 2, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Rock Roughness Invert : FALSE Bump: Bump_A : 0 Bump_B : 3 } Process 21 : Composite Percent { DarkData: 3, 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 | Stone Height Invert : FALSE Percent: Percent_A : 0.25 Percent_B : 0.5 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Mortar 1 Tweak : 86, 65, 35 Tweak : IF_COLOR Tweak : Mortar 2 Tweak : 37, 37, 37 Tweak : IF_PERCENT Tweak : Rock Hue Min Tweak : 0.01 Tweak : IF_PERCENT Tweak : Rock Hue Max Tweak : 0.075 Tweak : IF_PERCENT Tweak : Stone Height Tweak : 0.5 Tweak : IF_PERCENT Tweak : Rock Roughness Tweak : 0.5 Tweak : IF_PERCENT Tweak : Rounded Corners Tweak : 0.5 Tweak : IF_PERCENT Tweak : Mortar Width Tweak : 0.25 Tweak : IF_PERCENT Tweak : Fit Tweak : 0.5 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.15 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_INT Tweak : Seed Tweak : 1 }