DarkTree pvStone Rose/Lt Grey Version: 2.00 Modified: 08/21/2002 Author: Ron Wolfe // Feb 9, 1999: Replication of a Povray stoe texture. By Ron Wolfe. // This will work as a marble-type finished stone texture on items // such as marble columns, Roman architecture, etc... Change colors // to suit, adjust the elevation roughness for more fine details. // The Povray textures will give alot of ideas for other versions. 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 { Gradient 1 : Elevation_Gradient Color { DarkData: 2, 0, 200 Transform: Trans_0 : 4, 0, 0, 0 Trans_1 : 0, 4, 0, 0 Trans_2 : 0, 0, 4, 0 Common: Number_Of_Shells : 4 Enable_Clamps : TRUE Blend_Function : Link_To 7 | Percent Shell_Position_1 : -0.095 Shell_Position_2 : 0.05 Shell_Position_3 : 0.11 Shell_Position_4 : Link_To 4 | Bump Shell_Position_5 : 0.8 Elevation : Link_To 2 | Bump Color: Shell_Value_1 : Link_To 0 | Color 1 Shell_Value_2 : Link_To 0 | Color 2 Shell_Value_3 : Link_To 0 | Color 3 Shell_Value_4 : Link_To 0 | Color 4 Shell_Value_5 : 0, 255, 0 } Noise 2 : Fractal Bump { DarkData: 3, 1, 200 Transform: Trans_0 : 1.25, 0, 0, 0 Trans_1 : 0, 1.25, 0, 0 Trans_2 : 0, 0, 1.25, 0 Common: Roughness : 0.55 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Low : -1 High : 1 Bump_Scale : 1 } Deform 3 : Turbulence 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: Turbulence : 0.9 Density : 0.5 Distortion : 0.65 Scale_Factor : 1 Input_Seed : 1 Color: Background : Link_To 1 | Color } Natural 4 : Clouds Bump { DarkData: 3, -1, 200 Transform: Trans_0 : 16, 0, 0, 0 Trans_1 : 0, 16, 0, 0 Trans_2 : 0, 0, 16, 0 Common: Roughness : 0.6 Lacunarity : 0.515 Lacunarity_Lock : FALSE Density : 8 Puff_Size : Link_To 5 | Percent Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : 1 Bump: Background : 0.09 Puff : 0.2 Bump_Scale : 1 } Natural 5 : Pestilence Percent { DarkData: 4, -1, 200 Transform: Trans_0 : 0.015625, 0, 0, 0 Trans_1 : 0, 0.015625, 0, 0 Trans_2 : 0, 0, 0.015625, 0 Common: Roughness : 0.5 Lacunarity : 0.3 Lacunarity_Lock : FALSE Turbulence : 0.6 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.6 Input_Seed : 1 Percent: Low : 0 High : 1 } Shader 6 : 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 : 0.4 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.78 Light2_Rotate : 0 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 : 0 Alpha : 1 } Generator 7 : Gain Function { DarkData: 3, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.3 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.7 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : 0.3 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.35 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.75 Tweak : IF_PERCENT Tweak : Diffuse Tweak : 1 Tweak : IF_COLOR Tweak : Color 4 Tweak : 190, 192, 187 Tweak : IF_COLOR Tweak : Color 3 Tweak : 117, 99, 85 Tweak : IF_COLOR Tweak : Color 2 Tweak : 171, 139, 131 Tweak : IF_COLOR Tweak : Color 1 Tweak : 171, 117, 105 }