DarkTree Space::PlanetClouds Version: 2.00 Modified: 10/30/2002 Author: Skyler Swanson // This darktree generates planetary clouds, complete with bump. // Either use one sphere for your planet and a slightly larger // sphere for your clouds, or stack the clouds shader on top of // your planet. It's fully 3D so you can scale and translate it to // get different cloud patterns and sizes. Pref_Map: Spherical Rep_Frame: 15 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Feet Heading: 0 Pitch: 0 { Process 1 : Composite Percent { DarkData: 5, 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 | Distortion Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.5 } Natural 2 : Clouds Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 14.8 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : Link_To 4 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 3 | Percent Puff : 1 } Deform 3 : Turbulence Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Turbulence : 0.5 Density : 1 Distortion : Link_To 1 | Percent Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 5 | Percent } Noise 4 : Ether Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Turbulence : Link_To 7 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.59 Contrast : 0.835 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : Link_To 6 | Percent } Noise 5 : Fractal_1 Percent { DarkData: 4, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.595 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.705 Input_Seed : 2 Percent: Low : 0 High : Link_To 0 | Clouds } Noise 6 : Fractal Percent { 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: Roughness : 0.41 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Clouds Contrast : 0.875 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : 1 } Process 7 : 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 | Distortion Invert : FALSE Percent: Percent_A : 0.25 Percent_B : 0.8 } Natural 8 : Clouds Bump { DarkData: 2, 2, 200 Transform: Trans_0 : 10, 0, 0, 0 Trans_1 : 0, 10, 0, 0 Trans_2 : 0, 0, 10, 14.8 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Density : 6 Puff_Size : Link_To 13 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Background : Link_To 9 | Bump Puff : 1 Bump_Scale : 0.01 } Deform 9 : Turbulence Bump { DarkData: 3, 3, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Turbulence : 0.5 Density : 1 Distortion : Link_To 1 | Percent Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Bump: Background : Link_To 15 | Bump } Deform 10 : Turbulence Bump { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -1.48 Common: Turbulence : 1 Density : 0.5 Distortion : Link_To 0 | Distortion Scale_Factor : 0.25 Input_Seed : Link_To 0 | Seed Bump: Background : Link_To 8 | Bump } Deform 11 : Turbulence Percent { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -1.48 Common: Turbulence : 1 Density : 0.5 Distortion : Link_To 0 | Distortion Scale_Factor : 0.25 Input_Seed : Link_To 0 | Seed Percent: Background : Link_To 2 | Percent } Shader 12 : 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 : 0.85 Light2_Color : 128, 128, 128 Light2_Rise : 0.03 Light2_Rotate : 0.15 Surface_Color : 255, 255, 255 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 10 | Bump Alpha : Link_To 11 | Percent } Noise 13 : Ether Percent { DarkData: 3, 2, 200 Transform: Trans_0 : 0.1, 0, 0, 0 Trans_1 : 0, 0.1, 0, 0 Trans_2 : 0, 0, 0.1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Turbulence : Link_To 7 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.59 Contrast : 0.835 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : Link_To 14 | Percent } Noise 14 : Fractal Percent { DarkData: 4, 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: Roughness : 0.41 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : Link_To 0 | Clouds Contrast : 0.875 Input_Seed : Link_To 0 | Seed Percent: Low : 0 High : 1 } Noise 15 : Fractal_1 Bump { DarkData: 4, 3, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.595 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.705 Input_Seed : 2 Bump: Low : 0 High : 0.4 Bump_Scale : 0.1 } } Trigger_Bank: 1, 30 Tweaker { Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.2 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.2 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_INT Tweak : Seed Tweak : 1 Tweak : IF_PERCENT Tweak : Distortion Tweak : 0.4 Tweak : IF_PERCENT Tweak : Clouds Tweak : 0.38 }