DarkTree Building::PaversCheck Version: 2.00 Modified: 10/30/2002 Author: Skyler Swanson // This darktree generates decorative brick pavers in a weave // pattern. The vertical and horizontal pavers are of different // materials. 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 : Checkerboard 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: Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Color: Color_A : Link_To 13 | Color Color_B : Link_To 25 | Color } Pattern 2 : Bricks Color { DarkData: 4, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 1 Height : 0.5 Depth : 1 Row_Shift : 0 Mortar_Width : Link_To 0 | Mortar Width Blend_Function : Link_To 23 | Percent Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Color: Brick : Link_To 31 | Color Mortar : Link_To 0 | Mortar } Pattern 3 : Bricks Color { DarkData: 4, 1, 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 : 1 Depth : 1 Row_Shift : 0 Mortar_Width : Link_To 0 | Mortar Width Blend_Function : Link_To 23 | Percent Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Color: Brick : Link_To 32 | Color Mortar : Link_To 0 | Mortar } Noise 4 : Rough Bump { DarkData: 5, 5, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.77 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0.5 High : 0 Bump_Scale : Link_To 21 | Bump } Pattern 5 : Checkerboard Bump { DarkData: 2, 4, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Width : 0.5 Height : 0.5 Depth : 0.5 Row_Shift : 0 Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Bump: Bump_A : Link_To 7 | Bump Bump_B : Link_To 8 | Bump Bevel_Width_A : 0 Bevel_Profile_A : 0 Bevel_Width_B : 0 Bevel_Profile_B : 0 Bump_Scale : 0.25 } Noise 6 : Simple Percent { DarkData: 5, 3, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Brightness : 0.5 Contrast : 0.5 Blend_Function : 0 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 18 | Percent High : Link_To 19 | Percent } Pattern 7 : Bricks Bump { DarkData: 4, 4, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 1 Height : 0.5 Depth : 1 Row_Shift : 0 Mortar_Width : 0 Blend_Function : Link_To 26 | Percent Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Bump: Brick : Link_To 9 | Bump Mortar : 0 Bevel_Width : Link_To 6 | Percent Bevel_Profile : 0 Bump_Scale : 0.3 } Pattern 8 : Bricks Bump { DarkData: 4, 5, 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 : 1 Depth : 1 Row_Shift : 0 Mortar_Width : 0 Blend_Function : Link_To 26 | Percent Sampling_Options : NONE Mapping_Type : Link_To 0 | Mapping Type Bump: Brick : Link_To 4 | Bump Mortar : 0 Bevel_Width : Link_To 6 | Percent Bevel_Profile : 0 Bump_Scale : 0.3 } Noise 9 : Rough Bump { DarkData: 5, 4, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 0.5, 0, 0 Trans_2 : 0, 0, 0.5, -3.74 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.64 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0.5 High : 0 Bump_Scale : Link_To 21 | Bump } Process 10 : Fade 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: Invert : FALSE Mask : Link_To 11 | Percent Color: Background : Link_To 1 | Color } Noise 11 : Fractal Percent { DarkData: 2, 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: Roughness : 0.835 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.74 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : Link_To 0 | Fading } Noise 12 : Rough Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -5.71 Common: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.64 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.205 Input_Seed : Link_To 0 | Seed Percent: Low : 1 High : Link_To 17 | Percent } Process 13 : Darken 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: Invert : FALSE Mask : Link_To 12 | Percent Color: Background : Link_To 2 | Color } Process 14 : HSV_Attractor Color { DarkData: 7, -2, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 0, 0 Target : Link_To 0 | Brick 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 27 | Percent Val_Amount : Link_To 28 | Percent } Process 15 : HSV_Attractor Color { DarkData: 7, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Brick 1 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 29 | Percent Val_Amount : Link_To 30 | Percent } Process 16 : Composite Percent { DarkData: 10, -2, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 17 : 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 | Darken Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 18 : Composite Percent { DarkData: 6, 3, 200 Transform: Trans_0 : 0.125, 0, 0, 0 Trans_1 : 0, 0.125, 0, 0 Trans_2 : 0, 0, 0.125, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.1 Percent_B : 0.8 } Process 19 : Composite Percent { DarkData: 7, 3, 200 Transform: Trans_0 : 0.125, 0, 0, 0 Trans_1 : 0, 0.125, 0, 0 Trans_2 : 0, 0, 0.125, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Mortar Width Invert : FALSE Percent: Percent_A : 0.3 Percent_B : 1 } Process 20 : Composite Percent { DarkData: 7, 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 : 0.9 Percent_B : 0.75 } Process 21 : Composite Bump { DarkData: 6, 5, 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 | Brick Roughness Invert : FALSE Bump: Bump_A : 0 Bump_B : 1 } Shader 22 : 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 : 0.835 Light2_Color : 0, 0, 0 Light2_Rise : 1 Light2_Rotate : 0.19 Surface_Color : Link_To 10 | 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 5 | Bump Alpha : 1 } Generator 23 : Bias 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 Bias : 0.7 } Noise 24 : Rough 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.77 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.185 Input_Seed : Link_To 0 | Seed Percent: Low : 1 High : Link_To 17 | Percent } Process 25 : Darken Color { DarkData: 3, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Mask : Link_To 24 | Percent Color: Background : Link_To 3 | Color } Generator 26 : Bias Function { DarkData: 6, 4, 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 : Link_To 20 | Percent } Control 27 : Randomizer Percent { DarkData: 8, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 51 Percent: Percent_Minimum : Link_To 16 | Percent Percent_Maximum : 1 } Control 28 : Randomizer Percent { DarkData: 9, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 52 Percent: Percent_Minimum : Link_To 16 | Percent Percent_Maximum : 1 } Control 29 : Randomizer Percent { DarkData: 8, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 53 Percent: Percent_Minimum : Link_To 16 | Percent Percent_Maximum : 1 } Control 30 : Randomizer Percent { DarkData: 9, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 54 Percent: Percent_Minimum : Link_To 16 | Percent Percent_Maximum : 1 } Control 31 : Switch Color { DarkData: 6, -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: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 14 | Color Background_2 : Link_To 15 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 32 : Switch Color { DarkData: 6, 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: Input_Seed : Link_To 0 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 33 | Color Background_2 : Link_To 34 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Process 33 : HSV_Attractor Color { DarkData: 7, 0, 200 Transform: Trans_0 : 0.37, 0, 0, 0 Trans_1 : 0, 0.37, 0, 0 Trans_2 : 0, 0, 0.37, 0 Color: Background : 255, 255, 255 Target : Link_To 0 | Brick 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 35 | Percent Val_Amount : Link_To 36 | Percent } Process 34 : HSV_Attractor Color { DarkData: 7, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Background : 0, 0, 0 Target : Link_To 0 | Brick 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 37 | Percent Val_Amount : Link_To 38 | Percent } Control 35 : Randomizer Percent { DarkData: 8, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 55 Percent: Percent_Minimum : Link_To 39 | Percent Percent_Maximum : 1 } Control 36 : Randomizer Percent { DarkData: 9, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 56 Percent: Percent_Minimum : Link_To 39 | Percent Percent_Maximum : 1 } Control 37 : Randomizer Percent { DarkData: 8, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 57 Percent: Percent_Minimum : Link_To 39 | Percent Percent_Maximum : 1 } Control 38 : Randomizer Percent { DarkData: 9, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : 58 Percent: Percent_Minimum : Link_To 39 | Percent Percent_Maximum : 1 } Process 39 : Composite Percent { DarkData: 10, 0, 200 Transform: Trans_0 : 2.7027, 0, 0, 0 Trans_1 : 0, 2.7027, 0, 0 Trans_2 : 0, 0, 2.7027, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Variation 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Brick 1 Tweak : 149, 87, 87 Tweak : IF_COLOR Tweak : Brick 2 Tweak : 127, 127, 127 Tweak : IF_COLOR Tweak : Mortar Tweak : 0, 0, 0 Tweak : IF_PERCENT Tweak : Variation 1 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Variation 2 Tweak : 0.1 Tweak : IF_PERCENT Tweak : Mortar Width Tweak : 0.15 Tweak : IF_PERCENT Tweak : Brick Roughness Tweak : 0.25 Tweak : IF_PERCENT Tweak : Fading Tweak : 0.35 Tweak : IF_PERCENT Tweak : Darken Tweak : 0.25 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 Tweak : IF_PERCENT Tweak : Specular Tweak : 0 Tweak : IF_INT Tweak : Seed Tweak : 1 Tweak : IF_MAPPING Tweak : Mapping Type Tweak : PLANAR_2D }