DarkTree Limestone Blocks Version: 2.00 Modified: 10/30/2002 Author: Leslie Swanson // These are rough-cut limestone blocks. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Natural 1 : Agate 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 : 0.37 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 6 Bump: Low : 0 High : 1 Bump_Scale : Link_To 13 | Bump } Noise 2 : Rough Color { 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 1 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Color: Low : Link_To 0 | Mortar 1 High : Link_To 0 | Mortar 2 } Pattern 3 : Bricks 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: Width : 2 Height : 1.2 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 9 | Percent Blend_Function : Link_To 29 | Percent Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Brick : Link_To 4 | Color Mortar : Link_To 2 | Color } Control 4 : Shuffle_Translate Color { 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: Input_Seed : 1 X_Amount : 12 Y_Amount : 5 Z_Amount : 0 Color: Background : Link_To 5 | Color } Noise 5 : Fractal 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: Roughness : 0.7 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.9 Input_Seed : 1 Color: Low : Link_To 11 | Color High : Link_To 10 | Color } Pattern 6 : Bricks Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : 2 Height : 1.2 Depth : 1 Row_Shift : 0.3 Mortar_Width : Link_To 8 | Percent Blend_Function : Link_To 30 | Percent Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Brick : Link_To 7 | Bump Mortar : 0 Bevel_Width : Link_To 8 | Percent Bevel_Profile : Link_To 30 | Percent Bump_Scale : 0.25 } Control 7 : Shuffle_Translate Bump { DarkData: 2, 3, 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 : 1 X_Amount : 12 Y_Amount : 5 Z_Amount : 0 Bump: Background : Link_To 1 | Bump } Generator 8 : Fractal_Noise Function { DarkData: 2, 2, 200 Common: Input : 0 Frequency : 1 Amplitude : Link_To 12 | Percent Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 12 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.3 Lacunarity : 0.35 Input_Seed : 1 Vary_Regions : TRUE Repeat_Flag : TRUE } Generator 9 : Fractal_Noise Function { DarkData: 2, 0, 200 Common: Input : 0 Frequency : 6 Amplitude : Link_To 12 | Percent Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 12 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Percent: Roughness : 0.78 Lacunarity : 0.35 Input_Seed : 1 Vary_Regions : TRUE Repeat_Flag : TRUE } Control 10 : Switch Color { 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 Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 15 | Color Background_2 : Link_To 16 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } Control 11 : Switch Color { DarkData: 4, -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 | Seed Weight_1 : 1 Weight_2 : 1 Weight_3 : 0 Weight_4 : 0 Weight_5 : 0 Color: Background_1 : Link_To 22 | Color Background_2 : Link_To 23 | Color Background_3 : 200, 0, 0 Background_4 : 0, 200, 0 Background_5 : 0, 0, 200 } 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 : 0.085 Percent_B : 0.25 } Process 13 : Composite Bump { DarkData: 4, 3, 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 | Brick Bump Invert : FALSE Bump: Bump_A : 0 Bump_B : 2 } Shader 14 : 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 : 0.48 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.06 Light2_Rotate : 0.25 Surface_Color : Link_To 3 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0.1 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 6 | Bump Alpha : 1 } Process 15 : HSV_Attractor Color { DarkData: 5, -3, 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 17 | Percent Val_Amount : Link_To 18 | Percent } Process 16 : HSV_Attractor Color { DarkData: 5, -2, 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 19 | Percent Val_Amount : Link_To 20 | Percent } Control 17 : Randomizer Percent { DarkData: 6, -3, 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 21 | Percent Percent_Maximum : 1 } Control 18 : Randomizer Percent { DarkData: 7, -3, 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 21 | Percent Percent_Maximum : 1 } Control 19 : Randomizer 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: Input_Seed : 53 Percent: Percent_Minimum : Link_To 21 | Percent Percent_Maximum : 1 } Control 20 : Randomizer Percent { DarkData: 7, -2, 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 21 | Percent Percent_Maximum : 1 } Process 21 : Composite Percent { DarkData: 8, -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 | Vary 1 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Process 22 : HSV_Attractor Color { DarkData: 5, -1, 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 2 Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : 1 Sat_Amount : Link_To 24 | Percent Val_Amount : Link_To 25 | Percent } Process 23 : HSV_Attractor Color { DarkData: 5, 0, 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 26 | Percent Val_Amount : Link_To 27 | Percent } Control 24 : Randomizer 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 : 51 Percent: Percent_Minimum : Link_To 28 | Percent Percent_Maximum : 1 } Control 25 : 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 : 52 Percent: Percent_Minimum : Link_To 28 | Percent Percent_Maximum : 1 } Control 26 : Randomizer Percent { DarkData: 6, 0, 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 28 | Percent Percent_Maximum : 1 } Control 27 : 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 : 54 Percent: Percent_Minimum : Link_To 28 | Percent Percent_Maximum : 1 } Process 28 : Composite Percent { DarkData: 8, 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 | Vary 2 Invert : FALSE Percent: Percent_A : 1 Percent_B : 0 } Generator 29 : S_Curve Function { DarkData: 3, 0, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.5 Phase_Amount : Link_To 0 | Mortar Width Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Generator 30 : S_Curve Function { DarkData: 3, 2, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.5 Phase_Amount : Link_To 0 | Mortar Width 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_COLOR Tweak : Brick 1 Tweak : 239, 209, 172 Tweak : IF_COLOR Tweak : Brick 2 Tweak : 178, 157, 146 Tweak : IF_COLOR Tweak : Mortar 1 Tweak : 65, 69, 73 Tweak : IF_COLOR Tweak : Mortar 2 Tweak : 147, 147, 147 Tweak : IF_PERCENT Tweak : Vary 1 Tweak : 0.15 Tweak : IF_PERCENT Tweak : Vary 2 Tweak : 0.15 Tweak : IF_PERCENT Tweak : Brick Bump Tweak : 0.15 Tweak : IF_PERCENT Tweak : Mortar Width Tweak : 0.5 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.1 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_INT Tweak : Seed Tweak : 1 }