DarkTree Old Rock Wall Version: 2.00 Modified: 11/05/2002 Author: Skyler Swanson // A first attempt at an old rock wall like you might see in the // UK? Anyway, the colors aren't good since I didn't base this on a // real picture. This material could be pretty good if worked on a // bit. Pref_Map: Planar Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Noise 1 : Fractal_1 Percent { DarkData: 4, 0, 200 Transform: Trans_0 : 7.14286, 0, 0, 0 Trans_1 : 0, 7.14286, 0, 0 Trans_2 : 0, 0, 7.14286, 0 Common: Roughness : 0.5 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Percent: Low : 0.359 High : 0.868 } Noise 2 : Fractal_1 Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 3.0012, 0, 0, 0 Trans_1 : 0, 3.0012, 0, 0 Trans_2 : 0, 0, 3.0012, 0 Common: Roughness : 0.622 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 2 Percent: Low : 0 High : 1 } Noise 3 : Rough Bump { DarkData: 2, 0, 200 Transform: Trans_0 : 5.16294, 0, 0, 0 Trans_1 : 0, 5.16294, 0, 0 Trans_2 : 0, 0, 5.16294, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : TRUE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : 0 High : 1 Bump_Scale : 0.48 } Noise 4 : Fractal_1 Percent { DarkData: 3, -2, 200 Transform: Trans_0 : 7.12753, 0, 0, 0 Trans_1 : 0, 7.12753, 0, 0 Trans_2 : 0, 0, 7.12753, 0 Common: Roughness : 0.5 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 136 Percent: Low : 0 High : 0.759 } Pattern 5 : Rock_Wall Bump { DarkData: 1, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Input_Seed : 6 Height : 1.4 Width : 2 Depth : 1 Row_Shift : 0.12 Mortar_Width : Link_To 18 | Percent Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 0.75 Smallest_Size : 0.25 Size_Variation : 0.052 Rounded_Corners : Link_To 15 | Percent Align : 0.5 Directional_Bias : 0.5 Bump: Stones : Link_To 16 | Bump Mortar : Link_To 3 | Bump Bump_Scale : 0.46 Bevel_Width : Link_To 1 | Percent Bevel_Profile : Link_To 6 | Percent } Generator 6 : Round Function { DarkData: 2, -1, 200 Common: Input : 0 Frequency : 0.55 Amplitude : 0.5 Phase_Amount : Link_To 2 | Percent Phase_Min : -0.09 Phase_Max : 0.11 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Pattern 7 : Rock_Wall Color { DarkData: 1, -3, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Input_Seed : 6 Height : 1.4 Width : 2 Depth : 1 Row_Shift : 0.12 Mortar_Width : Link_To 14 | Percent Blend_Function : 0 Sampling_Options : NONE 2D_Pattern : TRUE Largest_Size : 0.75 Smallest_Size : 0.25 Size_Variation : 0.052 Rounded_Corners : Link_To 15 | Percent Align : 0.5 Directional_Bias : 0.5 Color: Stones : Link_To 12 | Color Mortar : Link_To 8 | Color } Noise 8 : Rough Color { DarkData: 2, -4, 200 Transform: Trans_0 : 5, 0, 0, 0 Trans_1 : 0, 5, 0, 0 Trans_2 : 0, 0, 5, 0 Common: Lacunarity : 0.6 Lacunarity_Lock : TRUE Roughness : 0.4 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 } Shader 9 : 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 : 0.771 Light1_Rotate : 0.85 Light2_Color : 73, 73, 73 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 : 0.1 Specular_Function : 0.5 Glossiness : 0.402 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 } Noise 10 : Rough Color { DarkData: 3, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Lacunarity : Link_To 11 | Percent Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.344 Input_Seed : Link_To 0 | Seed Color: Low : 76, 76, 76 High : Link_To 13 | Color } Natural 11 : Venation Percent { DarkData: 4, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.56 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Percent: Background : 0 Veins : 1 } Control 12 : Shuffle_Translate Color { 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 : 5 Y_Amount : 5 Z_Amount : 5 Color: Background : Link_To 10 | Color } Control 13 : Randomizer Color { 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 : 1 Color: Hue_Minimum : 0.458 Hue_Maximum : 0.654 Saturation_Minimum : 0 Saturation_Maximum : 0.077 Value_Minimum : 0.366 Value_Maximum : 0.925 } Process 14 : Multiply Percent { DarkData: 3, 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: Percent_A : 0.553 Percent_B : Link_To 1 | Percent } Control 15 : Shuffle_Translate Percent { DarkData: 2, -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: Input_Seed : 1 X_Amount : 5 Y_Amount : 5 Z_Amount : 5 Percent: Background : Link_To 4 | Percent } Natural 16 : Pumice Bump { 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: Pit_Depth : 0.5 Lacunarity : 0.5 Lacunarity_Lock : TRUE Roughness : 0.5 Brightness : 0.5 Contrast : 0.5 Pit_Size : 0.25 Density : 3 Strata_Function : 0 Blend_Function : 0 Input_Seed : 1 Bump: Pit : 0 Background : 1 Bump_Scale : Link_To 19 | Bump } Noise 17 : Fractal_1 Percent { DarkData: 3, -4, 200 Transform: Trans_0 : 6.0024, 0, 0, 0 Trans_1 : 0, 6.0024, 0, 0 Trans_2 : 0, 0, 6.0024, 0 Common: Roughness : 0.622 Lacunarity : 0.6 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 2 Percent: Low : 0 High : 1 } Process 18 : Multiply 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: Percent: Percent_A : 0.553 Percent_B : Link_To 2 | Percent } Process 19 : Composite Bump { DarkData: 3, 1, 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 | Rock Rough Invert : FALSE Bump: Bump_A : 0 Bump_B : 0.2 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Rock Rough Tweak : 0.5 Tweak : IF_COLOR Tweak : Mortar 2 Tweak : 33, 50, 36 Tweak : IF_COLOR Tweak : Mortar 1 Tweak : 84, 79, 78 Tweak : IF_COLOR Tweak : Rock 1 Tweak : 90, 90, 103 Tweak : IF_COLOR Tweak : Rock 2 Tweak : 165, 165, 171 Tweak : IF_INT Tweak : Seed Tweak : 7 }