DarkTree Pavers Version: 2.00 Modified: 05/23/2001 Author: Skyler Swanson // This darktree generates decorative concrete pavers. 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 { Pattern 1 : Bricks Color { 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 : Link_To 0 | Width Height : Link_To 0 | Height Depth : 1 Row_Shift : Link_To 0 | Shift Mortar_Width : 0.1 Blend_Function : Link_To 6 | Percent Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Brick : Link_To 14 | Color Mortar : 0, 0, 0 } Noise 2 : Simple Percent { DarkData: 3, 1, 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 : 0.1 High : 0.2 } Pattern 3 : Bricks Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Width : Link_To 0 | Width Height : Link_To 0 | Height Depth : 1 Row_Shift : Link_To 0 | Shift Mortar_Width : 0 Blend_Function : Link_To 7 | Percent Sampling_Options : NONE Mapping_Type : PLANAR_2D Bump: Brick : 0 Mortar : 0 Bevel_Width : Link_To 2 | Percent Bevel_Profile : 0 Bump_Scale : 0.05 } Process 4 : 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 | Staining Invert : FALSE Percent: Percent_A : 1 Percent_B : 0.25 } Shader 5 : 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 13 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : 0 Specular_Function : 0.5 Glossiness : 0 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 11 | Bump Alpha : 1 } Generator 6 : Bias Function { DarkData: 4, -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 } Generator 7 : Round Function { DarkData: 3, 2, 200 Common: Input : 0 Frequency : 0.5 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 } Natural 8 : Venation Percent { 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 : 0.795 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.44 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Percent: Background : 0 Veins : 0.3 } Process 9 : Lighten Color { DarkData: 2, 0, 200 Transform: Trans_0 : 0.999999, 0, 0, 0 Trans_1 : 0, 0.999999, 0, 0 Trans_2 : 0, 0, 0.999999, 0 Common: Invert : FALSE Mask : Link_To 8 | Percent Color: Background : Link_To 1 | Color } Noise 10 : Fractal Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.605 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : Link_To 0 | Seed Bump: Low : -0.5 High : 1 Bump_Scale : 0.3 } Process 11 : Minimum Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 0.999999, 0, 0, 0 Trans_1 : 0, 0.999999, 0, 0 Trans_2 : 0, 0, 0.999999, 0 Common: Bump: Bump_A : Link_To 3 | Bump Bump_B : Link_To 10 | Bump } Noise 12 : Fractal Percent { DarkData: 2, -2, 200 Transform: Trans_0 : 0.999999, 0, 0, 0 Trans_1 : 0, 0.999999, 0, 0 Trans_2 : 0, 0, 0.999999, 0 Common: Roughness : 0.72 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.9 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 4 | Percent High : 1 } Process 13 : Darken 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 12 | Percent Color: Background : Link_To 9 | Color } Process 14 : Hue_Rotate 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: Invert : FALSE Amount : Link_To 15 | Percent Color: Background : Link_To 0 | Paver Color } Control 15 : Randomizer Percent { DarkData: 5, 0, 200 Transform: Trans_0 : 0.999999, 0, 0, 0 Trans_1 : 0, 0.999999, 0, 0 Trans_2 : 0, 0, 0.999999, 0 Common: Input_Seed : 28 Percent: Percent_Minimum : Link_To 16 | Percent Percent_Maximum : Link_To 17 | Percent } Process 16 : Invert 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: Invert : FALSE Mask : 1 Percent: Background : Link_To 17 | Percent } Process 17 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Color Variation Invert : FALSE Percent: Percent_A : 0.5 Percent_B : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Paver Color Tweak : 197, 190, 191 Tweak : IF_PERCENT Tweak : Color Variation Tweak : 0.09 Tweak : IF_PERCENT Tweak : Staining Tweak : 0.25 Tweak : IF_FLOAT Tweak : Width Tweak : 1 Tweak : IF_FLOAT Tweak : Height Tweak : 1 Tweak : IF_FLOAT Tweak : Shift Tweak : 0 Tweak : IF_INT Tweak : Seed Tweak : 1 }