DarkTree CaveWall Version: 2.00 Modified: 05/23/2001 Author: Skyler Swanson // This darktree generates a wet water-eroded stone look. Could be // good for a cave wall. Use the erode tweak to control the look of // the erosion. 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 { Noise 1 : Fractal Color { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 0.666667, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.61 Lacunarity : 0.675 Lacunarity_Lock : FALSE Strata_Function : Link_To 4 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 5 | Color High : Link_To 0 | Stone 1 } Noise 2 : Fractal Bump { DarkData: 2, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 1.33333, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.2 Lacunarity : 0.675 Lacunarity_Lock : FALSE Strata_Function : Link_To 4 | Percent Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : -0.5 } Shader 3 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 1.33333, 0, 0 Trans_2 : 0, 0, 2, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.4 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0.28 Light2_Rotate : 0.15 Surface_Color : Link_To 1 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0 Specular_Level : Link_To 6 | Percent 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 8 | Bump Alpha : 1 } Generator 4 : Bell Function { DarkData: 3, 1, 200 Common: Input : 0 Frequency : 1.15 Amplitude : 0.5 Phase_Amount : 0.19 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Skew : Link_To 0 | Erode } Noise 5 : Fractal_1 Color { DarkData: 2, 0, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 3, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Roughness : 0.64 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 1 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Stone 2 High : Link_To 0 | Stone 3 } Noise 6 : Fractal_1 Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 0.125, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.5 Lacunarity : 0.5 Lacunarity_Lock : FALSE Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.865 Input_Seed : Link_To 0 | Seed Percent: Low : Link_To 9 | Percent High : Link_To 0 | Specular } Noise 7 : Rough 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: Lacunarity : 0.6 Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : -0.05 } Process 8 : Add Bump { DarkData: 1, 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: Bump: Bump_A : Link_To 2 | Bump Bump_B : Link_To 7 | Bump } Process 9 : Subtract Percent { DarkData: 2, -1, 200 Transform: Trans_0 : 0.5, 0, 0, 0 Trans_1 : 0, 6.00001, 0, 0 Trans_2 : 0, 0, 0.5, 0 Common: Percent: Percent_A : Link_To 0 | Specular Percent_B : 0.25 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Stone 1 Tweak : 128, 128, 128 Tweak : IF_COLOR Tweak : Stone 2 Tweak : 192, 192, 192 Tweak : IF_COLOR Tweak : Stone 3 Tweak : 187, 193, 198 Tweak : IF_PERCENT Tweak : Erode Tweak : 0.35 Tweak : IF_PERCENT Tweak : Specular Tweak : 0.3 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.5 Tweak : IF_INT Tweak : Seed Tweak : 3 }