DarkTree GreyRock Version: 2.00 Modified: 05/23/2001 Author: // A blue-grey stone texture. (SkylerS -- Darkling Simulations // 1999) 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 { Natural 1 : Venation Percent { DarkData: 2, 0, 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 : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.56 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Percent: Background : 0 Veins : 1 } Natural 2 : Venation Bump { DarkData: 2, 1, 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 : 0.5 Lacunarity_Lock : FALSE Density : 2 Vein_Width : 0.56 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Bump: Background : 0 Veins : 1 Bump_Scale : 0.2 } Noise 3 : Rough 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: Lacunarity : Link_To 1 | Percent Lacunarity_Lock : FALSE Roughness : 0.4 Strata_Function : 0 Blend_Function : 0 Brightness : 0.5 Contrast : 0.5 Input_Seed : Link_To 0 | Seed Color: Low : Link_To 0 | Rock 1 High : Link_To 0 | Rock 2 } Shader 4 : 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 : 240, 240, 240 Light1_Rise : 0.4 Light1_Rotate : 0.85 Light2_Color : 0, 0, 0 Light2_Rise : 0 Light2_Rotate : 0.45 Surface_Color : Link_To 3 | Color Diffuse_Level : 1 Diffuse_Function : 0.5 Luminosity : 0.1 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 5 | Bump Alpha : 1 } Process 5 : Add Bump { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Bump: Bump_A : Link_To 2 | Bump Bump_B : Link_To 6 | Bump } Deform 6 : Warp Bump { DarkData: 2, 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: Turbulence : Link_To 8 | Percent Density : 0.5 Distortion : 0.5 Scale_Factor : 1 Input_Seed : Link_To 0 | Seed Bump: Background : Link_To 7 | Bump } Noise 7 : Manhattan Bump { DarkData: 3, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : Link_To 9 | Percent Lacunarity : 0.25 Lacunarity_Lock : FALSE Density : 6 Block_Size : 0.55 Strata_Function : 0 Blend_Function : 0 Brightness : 0.44 Contrast : 0.7 Input_Seed : Link_To 0 | Seed Bump: Low : 0 High : 1 Bump_Scale : 1 } Process 8 : Composite Percent { DarkData: 3, 1, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Turbulence Invert : FALSE Percent: Percent_A : 0.5 Percent_B : 1 } Process 9 : Composite Percent { DarkData: 4, 2, 200 Transform: Trans_0 : 2, 0, 0, 0 Trans_1 : 0, 2, 0, 0 Trans_2 : 0, 0, 2, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Roughness Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.7 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Rock 1 Tweak : 90, 90, 103 Tweak : IF_COLOR Tweak : Rock 2 Tweak : 165, 165, 171 Tweak : IF_PERCENT Tweak : Turbulence Tweak : 0 Tweak : IF_PERCENT Tweak : Roughness Tweak : 0.49 Tweak : IF_INT Tweak : Seed Tweak : 7 }