DarkTree Aluminum Brushed Version: 2.00 Modified: 05/18/2001 Author: DarkSim - Skyler Swanson // This darktree generates a brushed aluminum surface. Make sure to // allign brushing to your surface. Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Inches Heading: 0 Pitch: 0 { Shader 1 : 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 : 0.165 Light1_Rotate : 0.85 Light2_Color : 255, 255, 255 Light2_Rise : 0.255 Light2_Rotate : 0.275 Surface_Color : Link_To 2 | Color Diffuse_Level : Link_To 0 | Diffuse Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 9 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : 1 Anisotropy : Link_To 0 | Anisotropy Anisotropic_Direction : 0 Reflectivity : Link_To 4 | Percent Environment : Link_To 7 | Color Transparency : 0 Refraction : 1.5 Clear_Coat_Level : 0.1 Clear_Coat_Glossiness : 0.05 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : 0 Alpha : 1 } Noise 2 : Fractal Color { DarkData: 1, -1, 200 Transform: Trans_0 : 0.0277778, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : 5 Color: Low : Link_To 0 | Color 2 High : Link_To 0 | Color 1 } Noise 3 : Fractal Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 0.0277778, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 1 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.7 Input_Seed : 5 Percent: Low : 0.2621 High : 0.93347 } External 4 : Incident Percent { DarkData: 1, 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 Pitch : 0 Heading : 0 Percent: Edge : Link_To 5 | Percent Facing : Link_To 6 | Percent } Process 5 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Process 6 : Composite Percent { DarkData: 2, 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 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.1 } Gradient 7 : Linear_Gradient Color { DarkData: 1, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Blend_Function : 0 Repeat_Flag : FALSE Color: Top : Link_To 8 | Color Bottom : 255, 253, 180 } Natural 8 : Clouds Color { 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 : 0.5 Lacunarity : 0.67 Lacunarity_Lock : FALSE Density : 6 Puff_Size : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.535 Contrast : 0.65 Input_Seed : 1 Color: Background : 0, 40, 120 Puff : 255, 255, 255 } Process 9 : Darken Percent { 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 0 | Specular Percent: Background : Link_To 3 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Color 2 Tweak : 139, 139, 139 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.5 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.793 Tweak : IF_PERCENT Tweak : Anisotropy Tweak : 1 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.3 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 0.6 }